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esengine/docs/guide/behavior-tree/laya-integration.md

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# Laya 引擎集成
本教程将引导你在 Laya 引擎项目中集成和使用行为树系统。
## 前置要求
- LayaAir 3.x 或更高版本
- 基本的 TypeScript 知识
- 已完成[快速开始](./getting-started.md)教程
## 安装
在你的 Laya 项目根目录下:
```bash
npm install @esengine/esengine @esengine/behavior-tree
```
## 项目结构
建议的项目结构:
```
src/
├── ai/
│ ├── EnemyAI.ts
│ └── BossAI.ts
├── systems/
│ └── AISystem.ts
└── Main.ts
resources/
└── behaviors/
├── enemy.btree.json
└── boss.btree.json
```
## 初始化
### 在Main.ts中初始化
```typescript
import { Core, Scene } from '@esengine/esengine';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
export class Main {
constructor() {
Laya.init(1280, 720).then(() => {
this.initECS();
this.startGame();
});
}
private async initECS() {
// 初始化 ECS
Core.create();
// 安装行为树插件
const btPlugin = new BehaviorTreePlugin();
await Core.installPlugin(btPlugin);
// 创建并设置场景
const scene = new Scene();
btPlugin.setupScene(scene);
Core.setScene(scene);
// 启动更新循环
Laya.timer.frameLoop(1, this, this.update);
}
private update() {
// Core.update会自动更新场景
Core.update(Laya.timer.delta / 1000);
}
private startGame() {
// 加载场景
}
}
new Main();
```
## 创建AI组件
```typescript
import { Core, Entity } from '@esengine/esengine';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
export class EnemyAI extends Laya.Script {
private aiEntity: Entity;
onEnable() {
this.createBehaviorTree();
}
private createBehaviorTree() {
// 获取Core管理的场景
const scene = Core.scene;
if (!scene) {
console.error('场景未初始化');
return;
}
const sprite = this.owner as Laya.Sprite;
// 使用Builder API创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('layaSprite', sprite)
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('position', { x: sprite.x, y: sprite.y })
.selector('MainBehavior')
.sequence('Combat')
.blackboardCompare('health', 30, 'greater')
.log('攻击', 'Attack')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
// 创建AI实体并启动
this.aiEntity = scene.createEntity(`AI_${sprite.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
}
onDisable() {
// 停止AI
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
}
}
```
## 与Laya节点交互
要实现与Laya节点的交互需要创建自定义执行器。下面展示一个完整示例。
## 完整示例
创建一个使用自定义执行器的敌人AI系统
```typescript
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
INodeExecutor,
NodeExecutionContext,
NodeExecutorMetadata,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
import { Core, Entity } from '@esengine/esengine';
// 自定义移动执行器
@NodeExecutorMetadata({
implementationType: 'MoveToTarget',
nodeType: NodeType.Action,
displayName: '移动到目标',
category: 'Laya',
configSchema: {
speed: {
type: 'number',
default: 50,
supportBinding: true
}
}
})
export class MoveToTargetAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const sprite = context.runtime.getBlackboardValue('layaSprite');
const targetPos = context.runtime.getBlackboardValue('targetPosition');
const speed = context.nodeData.config.speed;
if (!sprite || !targetPos) {
return TaskStatus.Failure;
}
const dx = targetPos.x - sprite.x;
const dy = targetPos.y - sprite.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) {
return TaskStatus.Success;
}
sprite.x += (dx / distance) * speed * context.deltaTime;
sprite.y += (dy / distance) * speed * context.deltaTime;
return TaskStatus.Running;
}
}
export class SimpleEnemyAI extends Laya.Script {
public player: Laya.Sprite;
private aiEntity: Entity;
onEnable() {
this.buildAI();
}
private buildAI() {
const scene = Core.scene;
if (!scene) {
console.error('场景未初始化');
return;
}
const sprite = this.owner as Laya.Sprite;
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('layaSprite', sprite)
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('player', this.player)
.defineBlackboardVariable('targetPosition', { x: 0, y: 0 })
.selector('MainBehavior')
.sequence('Attack')
.blackboardExists('player')
.log('攻击玩家', 'DoAttack')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
this.aiEntity = scene.createEntity(`AI_${sprite.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
// 可以在帧更新中修改黑板
Laya.timer.frameLoop(1, this, () => {
const runtime = this.aiEntity?.getComponent(BehaviorTreeRuntimeComponent);
if (runtime && this.player) {
runtime.setBlackboardValue('targetPosition', {
x: this.player.x,
y: this.player.y
});
}
});
}
onDisable() {
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
Laya.timer.clearAll(this);
}
}
```
## 性能优化
### 使用冷却装饰器
对于不需要每帧更新的AI使用冷却装饰器
```typescript
const tree = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(0.2, 'ThrottleRoot') // 每0.2秒执行一次
.selector('MainBehavior')
// AI逻辑...
.end()
.end()
.build();
```
### 限制同时运行的AI数量
```typescript
class AIManager {
private activeAIs: Entity[] = [];
private maxAIs: number = 20;
addAI(entity: Entity, tree: BehaviorTreeData) {
if (this.activeAIs.length >= this.maxAIs) {
const furthest = this.activeAIs.shift();
if (furthest) {
BehaviorTreeStarter.stop(furthest);
}
}
BehaviorTreeStarter.start(entity, tree);
this.activeAIs.push(entity);
}
}
```
## 常见问题
### 资源加载失败?
确保:
1. 资源路径正确
2. 资源已添加到项目中
3. 使用 `Laya.loader.load()` 加载
### AI不执行
检查:
1. `onUpdate()` 是否被调用
2. `Scene.update()` 是否执行
3. 行为树是否已启动
## 下一步
- 查看[高级用法](./advanced-usage.md)
- 学习[最佳实践](./best-practices.md)