Files
esengine/packages/behavior-tree/src/BehaviorTreeStarter.ts
YHH 61813e67b6 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
2025-10-31 17:27:38 +08:00

93 lines
2.5 KiB
TypeScript

import { Entity, Core } from '@esengine/ecs-framework';
import { BehaviorTreeData } from './Runtime/BehaviorTreeData';
import { BehaviorTreeRuntimeComponent } from './Runtime/BehaviorTreeRuntimeComponent';
import { BehaviorTreeAssetManager } from './Runtime/BehaviorTreeAssetManager';
/**
* 行为树启动辅助类
*
* 提供便捷方法来启动、停止行为树
*/
export class BehaviorTreeStarter {
/**
* 启动行为树
*
* @param entity 游戏实体
* @param treeData 行为树数据
* @param autoStart 是否自动开始执行
*/
static start(entity: Entity, treeData: BehaviorTreeData, autoStart: boolean = true): void {
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
assetManager.loadAsset(treeData);
let runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (!runtime) {
runtime = new BehaviorTreeRuntimeComponent();
entity.addComponent(runtime);
}
runtime.treeAssetId = treeData.id;
runtime.autoStart = autoStart;
if (treeData.blackboardVariables) {
for (const [key, value] of treeData.blackboardVariables.entries()) {
runtime.setBlackboardValue(key, value);
}
}
if (autoStart) {
runtime.isRunning = true;
}
}
/**
* 停止行为树
*
* @param entity 游戏实体
*/
static stop(entity: Entity): void {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
runtime.isRunning = false;
runtime.resetAllStates();
}
}
/**
* 暂停行为树
*
* @param entity 游戏实体
*/
static pause(entity: Entity): void {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
runtime.isRunning = false;
}
}
/**
* 恢复行为树
*
* @param entity 游戏实体
*/
static resume(entity: Entity): void {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
runtime.isRunning = true;
}
}
/**
* 重启行为树
*
* @param entity 游戏实体
*/
static restart(entity: Entity): void {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
runtime.resetAllStates();
runtime.isRunning = true;
}
}
}