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esengine/extensions/cocos/cocos-ecs/assets/resources/BehaviorTreeExampleUsage.ts

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2025-06-22 21:21:46 +08:00
import { _decorator, Component, Node, Label } from 'cc';
import {
BehaviorTreeBuilder,
BehaviorTree,
Blackboard
} from '@esengine/ai';
const { ccclass, property } = _decorator;
/**
*
* Cocos Creator中加载并执行行为树
*/
@ccclass('BehaviorTreeExampleUsage')
export class BehaviorTreeExampleUsage extends Component {
@property(Label)
statusLabel: Label = null;
@property(Label)
logLabel: Label = null;
private behaviorTree: BehaviorTree<any> = null;
private blackboard: Blackboard = null;
private isRunning: boolean = false;
private logs: string[] = [];
private executionContext: any = null;
onLoad() {
this.setupBehaviorTree();
}
private setupBehaviorTree() {
try {
// 行为树配置通常从JSON文件加载
const behaviorTreeConfig = {
"nodes": [
{
"id": "root_1",
"type": "root",
"name": "AI智能体行为树",
"children": ["selector_main"]
},
{
"id": "selector_main",
"type": "selector",
"name": "主选择器",
"properties": {
"abortType": "LowerPriority"
},
"children": ["sequence_combat", "sequence_patrol", "sequence_idle"]
},
{
"id": "sequence_combat",
"type": "sequence",
"name": "战斗序列",
"children": ["condition_enemy", "action_attack"]
},
{
"id": "condition_enemy",
"type": "condition-random",
"name": "发现敌人",
"properties": {
"successProbability": 0.3
}
},
{
"id": "action_attack",
"type": "log-action",
"name": "攻击敌人",
"properties": {
"message": "发动攻击!当前生命值: {{health}}, 能量: {{energy}}",
"logLevel": "warn"
}
},
{
"id": "sequence_patrol",
"type": "sequence",
"name": "巡逻序列",
"children": ["action_move", "wait_patrol"]
},
{
"id": "action_move",
"type": "set-blackboard-value",
"name": "移动巡逻",
"properties": {
"variableName": "lastAction",
"value": "巡逻中"
}
},
{
"id": "wait_patrol",
"type": "wait-action",
"name": "巡逻等待",
"properties": {
"waitTime": 2
}
},
{
"id": "sequence_idle",
"type": "sequence",
"name": "闲置序列",
"children": ["action_idle", "wait_idle"]
},
{
"id": "action_idle",
"type": "log-action",
"name": "闲置状态",
"properties": {
"message": "当前状态: 闲置中,生命值: {{health}}"
}
},
{
"id": "wait_idle",
"type": "wait-action",
"name": "闲置等待",
"properties": {
"waitTime": 1
}
}
],
"blackboard": [
{
"name": "health",
"type": "number",
"value": 100,
"description": "角色生命值"
},
{
"name": "energy",
"type": "number",
"value": 80,
"description": "角色能量值"
},
{
"name": "lastAction",
"type": "string",
"value": "待机",
"description": "最后执行的动作"
},
{
"name": "enemyDetected",
"type": "boolean",
"value": false,
"description": "是否检测到敌人"
}
]
};
// 创建执行上下文
this.executionContext = {
node: this.node,
component: this,
// 添加日志方法供行为树节点使用
log: (message: string, level: string = 'info') => {
this.addLog(`🤖 [${level.toUpperCase()}] ${message}`);
}
};
// 🎯 使用 @esengine/ai 的 BehaviorTreeBuilder API - 一行代码完成所有初始化!
const result = BehaviorTreeBuilder.fromBehaviorTreeConfig(behaviorTreeConfig, this.executionContext);
this.behaviorTree = result.tree;
this.blackboard = result.blackboard;
this.executionContext = result.context;
this.updateStatus('行为树加载完成');
this.addLog('✅ 行为树初始化成功');
this.addLog(`📊 节点总数: ${behaviorTreeConfig.nodes.length}`);
this.addLog(`📋 变量总数: ${behaviorTreeConfig.blackboard.length}`);
// 自动开始执行
this.startBehaviorTree();
} catch (error) {
console.error('行为树设置失败:', error);
this.updateStatus('设置失败: ' + error.message);
this.addLog('❌ 行为树设置失败: ' + error.message);
}
}
private startBehaviorTree() {
this.isRunning = true;
this.behaviorTree.reset();
this.updateStatus('执行中...');
this.addLog('🚀 开始执行行为树');
}
private stopBehaviorTree() {
this.isRunning = false;
this.updateStatus('已停止');
this.addLog('⏹️ 行为树执行已停止');
if (this.behaviorTree) {
this.behaviorTree.reset();
}
}
update(deltaTime: number) {
if (!this.isRunning || !this.behaviorTree) {
return;
}
try {
// 每帧执行行为树
this.behaviorTree.tick(deltaTime);
} catch (error) {
console.error('行为树执行出错:', error);
this.addLog('❌ 执行出错: ' + error.message);
this.stopBehaviorTree();
}
}
private updateStatus(status: string) {
if (this.statusLabel) {
this.statusLabel.string = status;
}
console.log('[BehaviorTree] 状态:', status);
}
private addLog(message: string) {
this.logs.push(`[${new Date().toLocaleTimeString()}] ${message}`);
// 只保留最新的20条日志
if (this.logs.length > 20) {
this.logs.shift();
}
if (this.logLabel) {
this.logLabel.string = this.logs.join('\n');
}
console.log('[BehaviorTree]', message);
}
// 手动控制方法可以绑定到UI按钮
onStartButtonClick() {
if (!this.isRunning) {
this.startBehaviorTree();
}
}
onStopButtonClick() {
if (this.isRunning) {
this.stopBehaviorTree();
}
}
// 修改黑板变量的示例方法
onModifyHealthClick() {
if (this.blackboard) {
const currentHealth = this.blackboard.getValue('health', 100);
const newHealth = Math.max(0, currentHealth - 10);
this.blackboard.setValue('health', newHealth);
this.addLog(`🩺 生命值变更: ${currentHealth} -> ${newHealth}`);
}
}
onModifyEnergyClick() {
if (this.blackboard) {
const currentEnergy = this.blackboard.getValue('energy', 80);
const newEnergy = Math.max(0, currentEnergy - 5);
this.blackboard.setValue('energy', newEnergy);
this.addLog(`⚡ 能量变更: ${currentEnergy} -> ${newEnergy}`);
}
}
onDestroy() {
this.stopBehaviorTree();
}
}
/**
* 使
*
* 1.
* npm install @esengine/ai
*
* 2.
*
* 3.
* - statusLabel: 用于显示当前状态的Label组件
* - logLabel: 用于显示日志信息的Label组件
*
* 4.
*
* 5.
* - onStartButtonClick():
* - onStopButtonClick():
* - onModifyHealthClick():
* - onModifyEnergyClick():
*/