feat(behavior-tree): add pure BehaviorTreePlugin for Cocos/Laya integration (#400)
- Add BehaviorTreePlugin class that only depends on @esengine/ecs-framework - Implement IPlugin interface with install(), uninstall(), setupScene() methods - Remove esengine/ subdirectory that incorrectly depended on engine-core - Update package documentation with correct usage examples
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@@ -4,32 +4,44 @@
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* @zh AI 行为树系统,支持运行时执行和可视化编辑
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* @en AI Behavior Tree System with runtime execution and visual editor support
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*
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* @zh 此包是通用的行为树实现,可以与任何 ECS 框架配合使用。
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* 对于 ESEngine 集成,请从 '@esengine/behavior-tree/esengine' 导入插件。
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* @zh 此包是通用的行为树实现,可以与任何基于 @esengine/ecs-framework 的引擎集成
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* (Cocos Creator、LayaAir、Node.js 等)。
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*
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* @en This package is a generic behavior tree implementation that works with any ECS framework.
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* For ESEngine integration, import the plugin from '@esengine/behavior-tree/esengine'.
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* @en This package is a generic behavior tree implementation that works with any engine
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* based on @esengine/ecs-framework (Cocos Creator, LayaAir, Node.js, etc.).
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*
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* @example Cocos/Laya/通用 ECS 使用方式:
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* @example
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* ```typescript
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* import { Core, Scene } from '@esengine/ecs-framework';
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* import {
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* BehaviorTreeAssetManager,
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* BehaviorTreeExecutionSystem,
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* BehaviorTreeRuntimeComponent
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* BehaviorTreePlugin,
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* BehaviorTreeBuilder,
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* BehaviorTreeStarter
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* } from '@esengine/behavior-tree';
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*
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* // 1. Register service
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* Core.services.registerSingleton(BehaviorTreeAssetManager);
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* // 1. Initialize Core and install plugin
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* Core.create();
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* const plugin = new BehaviorTreePlugin();
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* await Core.installPlugin(plugin);
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*
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* // 2. Load behavior tree from JSON
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* const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
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* assetManager.loadFromEditorJSON(jsonContent);
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* // 2. Create scene and setup behavior tree system
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* const scene = new Scene();
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* plugin.setupScene(scene);
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* Core.setScene(scene);
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*
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* // 3. Add component to entity
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* entity.addComponent(new BehaviorTreeRuntimeComponent());
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* // 3. Build behavior tree
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* const tree = BehaviorTreeBuilder.create('MyAI')
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* .selector('Root')
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* .log('Hello!')
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* .end()
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* .build();
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*
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* // 4. Add system to scene
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* scene.addSystem(new BehaviorTreeExecutionSystem());
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* // 4. Start behavior tree on entity
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* const entity = scene.createEntity('AIEntity');
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* BehaviorTreeStarter.start(entity, tree);
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*
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* // 5. Run game loop
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* setInterval(() => Core.update(0.016), 16);
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* ```
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*
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* @packageDocumentation
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@@ -65,3 +77,6 @@ export { BlackboardTypes } from './Blackboard/BlackboardTypes';
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// Service tokens (using ecs-framework's createServiceToken, not engine-core)
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export { BehaviorTreeSystemToken } from './tokens';
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// Plugin
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export { BehaviorTreePlugin } from './BehaviorTreePlugin';
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