refactor(behavior-tree)!: 迁移到 Runtime 执行器架构 (#196)
* refactor(behavior-tree)!: 迁移到 Runtime 执行器架构 * fix(behavior-tree): 修复LogAction中的ReDoS安全漏洞 * feat(behavior-tree): 完善行为树核心功能并修复类型错误
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@@ -87,22 +87,19 @@ new Main();
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```typescript
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import { Core, Entity } from '@esengine/ecs-framework';
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import {
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BehaviorTreeAssetSerializer,
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BehaviorTreeAssetLoader,
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BehaviorTreeBuilder,
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BehaviorTreeStarter,
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BlackboardComponent
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BehaviorTreeRuntimeComponent
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} from '@esengine/behavior-tree';
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export class EnemyAI extends Laya.Script {
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behaviorTreePath: string = "resources/behaviors/enemy.btree";
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private aiEntity: Entity;
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onEnable() {
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this.loadBehaviorTree();
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this.createBehaviorTree();
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}
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private async loadBehaviorTree() {
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private createBehaviorTree() {
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// 获取Core管理的场景
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const scene = Core.scene;
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if (!scene) {
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@@ -110,30 +107,25 @@ export class EnemyAI extends Laya.Script {
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return;
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}
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// 加载JSON资产
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const jsonData = await Laya.loader.load(this.behaviorTreePath, Laya.Loader.JSON);
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const sprite = this.owner as Laya.Sprite;
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// 转换为JSON字符串
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const jsonString = typeof jsonData === 'string' ? jsonData : JSON.stringify(jsonData);
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// 使用Builder API创建行为树
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const tree = BehaviorTreeBuilder.create('EnemyAI')
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.defineBlackboardVariable('layaSprite', sprite)
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.defineBlackboardVariable('health', 100)
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.defineBlackboardVariable('position', { x: sprite.x, y: sprite.y })
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.selector('MainBehavior')
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.sequence('Combat')
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.blackboardCompare('health', 30, 'greater')
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.log('攻击', 'Attack')
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.end()
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.log('巡逻', 'Patrol')
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.end()
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.build();
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// 反序列化
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const asset = BehaviorTreeAssetSerializer.deserialize(jsonString);
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// 实例化
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this.aiEntity = BehaviorTreeAssetLoader.instantiate(asset, scene, {
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namePrefix: (this.owner as Laya.Sprite).name
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});
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// 设置黑板变量
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const blackboard = this.aiEntity.getComponent(BlackboardComponent);
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blackboard?.setValue('layaSprite', this.owner);
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blackboard?.setValue('position', {
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x: (this.owner as Laya.Sprite).x,
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y: (this.owner as Laya.Sprite).y
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});
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// 启动AI
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BehaviorTreeStarter.start(this.aiEntity);
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// 创建AI实体并启动
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this.aiEntity = scene.createEntity(`AI_${sprite.name}`);
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BehaviorTreeStarter.start(this.aiEntity, tree);
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}
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onDisable() {
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@@ -148,19 +140,65 @@ export class EnemyAI extends Laya.Script {
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## 与Laya节点交互
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在BehaviorTreeBuilder的action方法中,可以直接操作Laya节点。下面的完整示例展示了如何实现。
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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。
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## 完整示例
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创建一个完整的敌人AI系统:
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创建一个使用自定义执行器的敌人AI系统:
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```typescript
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import { BehaviorTreeBuilder, BehaviorTreeStarter, BlackboardValueType, TaskStatus } from '@esengine/behavior-tree';
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import {
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BehaviorTreeBuilder,
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BehaviorTreeStarter,
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INodeExecutor,
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NodeExecutionContext,
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NodeExecutorMetadata,
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BehaviorTreeRuntimeComponent
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} from '@esengine/behavior-tree';
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import { TaskStatus, NodeType } from '@esengine/behavior-tree';
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import { Core, Entity } from '@esengine/ecs-framework';
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// 自定义移动执行器
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@NodeExecutorMetadata({
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implementationType: 'MoveToTarget',
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nodeType: NodeType.Action,
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displayName: '移动到目标',
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category: 'Laya',
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configSchema: {
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speed: {
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type: 'number',
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default: 50,
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supportBinding: true
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}
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}
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})
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export class MoveToTargetAction implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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const sprite = context.runtime.getBlackboardValue('layaSprite');
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const targetPos = context.runtime.getBlackboardValue('targetPosition');
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const speed = context.nodeData.config.speed;
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if (!sprite || !targetPos) {
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return TaskStatus.Failure;
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}
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const dx = targetPos.x - sprite.x;
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const dy = targetPos.y - sprite.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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if (distance < 10) {
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return TaskStatus.Success;
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}
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sprite.x += (dx / distance) * speed * context.deltaTime;
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sprite.y += (dy / distance) * speed * context.deltaTime;
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return TaskStatus.Running;
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}
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}
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export class SimpleEnemyAI extends Laya.Script {
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public player: Laya.Sprite;
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public patrolPoints: Array<{x: number, y: number}> = [];
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private aiEntity: Entity;
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@@ -177,68 +215,40 @@ export class SimpleEnemyAI extends Laya.Script {
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const sprite = this.owner as Laya.Sprite;
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this.aiEntity = BehaviorTreeBuilder.create(scene, 'EnemyAI')
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.blackboard()
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.defineVariable('sprite', BlackboardValueType.Object, sprite)
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.defineVariable('health', BlackboardValueType.Number, 100)
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.defineVariable('player', BlackboardValueType.Object, this.player)
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.defineVariable('patrolIndex', BlackboardValueType.Number, 0)
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.endBlackboard()
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.selector()
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// 攻击玩家
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.sequence()
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.condition((e, bb) => {
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const player = bb?.getValue('player');
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if (!player) return false;
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const dx = player.x - sprite.x;
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const dy = player.y - sprite.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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return distance < 200; // 检测范围
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}, 'CheckPlayerInRange')
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.action('Attack', (e, bb) => {
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console.log('攻击玩家');
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// 攻击逻辑
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return TaskStatus.Success;
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})
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.end()
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// 巡逻
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.sequence()
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.action('Patrol', (e, bb, dt) => {
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const index = bb?.getValue('patrolIndex') || 0;
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const point = this.patrolPoints[index];
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const dx = point.x - sprite.x;
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const dy = point.y - sprite.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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if (distance < 10) {
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// 到达路点
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const nextIndex = (index + 1) % this.patrolPoints.length;
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bb?.setValue('patrolIndex', nextIndex);
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return TaskStatus.Success;
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}
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// 移动
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const speed = 50;
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sprite.x += (dx / distance) * speed * dt;
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sprite.y += (dy / distance) * speed * dt;
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return TaskStatus.Running;
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})
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.wait(2.0)
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const tree = BehaviorTreeBuilder.create('EnemyAI')
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.defineBlackboardVariable('layaSprite', sprite)
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.defineBlackboardVariable('health', 100)
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.defineBlackboardVariable('player', this.player)
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.defineBlackboardVariable('targetPosition', { x: 0, y: 0 })
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.selector('MainBehavior')
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.sequence('Attack')
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.blackboardExists('player')
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.log('攻击玩家', 'DoAttack')
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.end()
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.log('巡逻', 'Patrol')
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.end()
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.build();
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BehaviorTreeStarter.start(this.aiEntity);
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this.aiEntity = scene.createEntity(`AI_${sprite.name}`);
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BehaviorTreeStarter.start(this.aiEntity, tree);
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// 可以在帧更新中修改黑板
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Laya.timer.frameLoop(1, this, () => {
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const runtime = this.aiEntity?.getComponent(BehaviorTreeRuntimeComponent);
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if (runtime && this.player) {
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runtime.setBlackboardValue('targetPosition', {
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x: this.player.x,
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y: this.player.y
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});
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}
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});
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}
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onDisable() {
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// 停止AI
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if (this.aiEntity) {
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BehaviorTreeStarter.stop(this.aiEntity);
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}
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Laya.timer.clearAll(this);
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}
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}
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```
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@@ -246,36 +256,37 @@ export class SimpleEnemyAI extends Laya.Script {
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## 性能优化
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### 使用对象池
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### 使用冷却装饰器
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对于不需要每帧更新的AI,使用冷却装饰器:
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```typescript
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class AIPool {
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private pool: Entity[] = [];
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get(asset: any, scene: Scene): Entity {
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return this.pool.pop() ||
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BehaviorTreeAssetLoader.instantiate(asset, scene);
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}
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release(entity: Entity) {
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BehaviorTreeStarter.stop(entity);
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this.pool.push(entity);
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}
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}
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const tree = BehaviorTreeBuilder.create('ThrottledAI')
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.cooldown(0.2, 'ThrottleRoot') // 每0.2秒执行一次
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.selector('MainBehavior')
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// AI逻辑...
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.end()
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.end()
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.build();
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```
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### 降低更新频率
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### 限制同时运行的AI数量
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```typescript
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private updateInterval: number = 0.1; // 每0.1秒更新
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private timer: number = 0;
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class AIManager {
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private activeAIs: Entity[] = [];
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private maxAIs: number = 20;
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onUpdate() {
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this.timer += Laya.timer.delta / 1000;
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addAI(entity: Entity, tree: BehaviorTreeData) {
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if (this.activeAIs.length >= this.maxAIs) {
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const furthest = this.activeAIs.shift();
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if (furthest) {
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BehaviorTreeStarter.stop(furthest);
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}
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}
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if (this.timer >= this.updateInterval) {
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this.scene?.update();
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this.timer = 0;
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BehaviorTreeStarter.start(entity, tree);
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this.activeAIs.push(entity);
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}
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}
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```
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