fix(behavior-tree): 修复插件节点执行问题并完善文档
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docs/guide/behavior-tree/laya-integration.md
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docs/guide/behavior-tree/laya-integration.md
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# Laya 引擎集成
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本教程将引导你在 Laya 引擎项目中集成和使用行为树系统。
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## 前置要求
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- LayaAir 3.x 或更高版本
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- 基本的 TypeScript 知识
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- 已完成[快速开始](./getting-started.md)教程
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## 安装
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在你的 Laya 项目根目录下:
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```bash
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npm install @esengine/ecs-framework @esengine/behavior-tree
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```
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## 项目结构
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建议的项目结构:
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```
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src/
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├── ai/
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│ ├── EnemyAI.ts
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│ └── BossAI.ts
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├── systems/
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│ └── AISystem.ts
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└── Main.ts
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resources/
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└── behaviors/
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├── enemy.btree.json
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└── boss.btree.json
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```
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## 初始化
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### 在Main.ts中初始化
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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import { BehaviorTreePlugin } from '@esengine/behavior-tree';
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export class Main {
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constructor() {
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Laya.init(1280, 720).then(() => {
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this.initECS();
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this.startGame();
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});
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}
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private async initECS() {
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// 初始化 ECS
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Core.create();
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// 安装行为树插件
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const btPlugin = new BehaviorTreePlugin();
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await Core.installPlugin(btPlugin);
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// 创建并设置场景
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const scene = new Scene();
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btPlugin.setupScene(scene);
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Core.setScene(scene);
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// 启动更新循环
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Laya.timer.frameLoop(1, this, this.update);
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}
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private update() {
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// Core.update会自动更新场景
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Core.update(Laya.timer.delta / 1000);
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}
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private startGame() {
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// 加载场景
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}
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}
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new Main();
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```
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## 创建AI组件
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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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BehaviorTreeStarter,
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BlackboardComponent
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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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}
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private async loadBehaviorTree() {
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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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console.error('场景未初始化');
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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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// 转换为JSON字符串
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const jsonString = typeof jsonData === 'string' ? jsonData : JSON.stringify(jsonData);
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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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}
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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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}
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}
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```
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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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## 完整示例
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创建一个完整的敌人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 { Core, Entity } from '@esengine/ecs-framework';
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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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onEnable() {
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this.buildAI();
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}
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private buildAI() {
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const scene = Core.scene;
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if (!scene) {
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console.error('场景未初始化');
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return;
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}
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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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.end()
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.end()
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.build();
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BehaviorTreeStarter.start(this.aiEntity);
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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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}
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}
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```
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## 性能优化
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### 使用对象池
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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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```
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### 降低更新频率
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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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onUpdate() {
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this.timer += Laya.timer.delta / 1000;
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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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}
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}
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```
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## 常见问题
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### 资源加载失败?
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确保:
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1. 资源路径正确
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2. 资源已添加到项目中
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3. 使用 `Laya.loader.load()` 加载
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### AI不执行?
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检查:
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1. `onUpdate()` 是否被调用
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2. `Scene.update()` 是否执行
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3. 行为树是否已启动
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## 下一步
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- 查看[高级用法](./advanced-usage.md)
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- 学习[最佳实践](./best-practices.md)
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