314 lines
7.4 KiB
Markdown
314 lines
7.4 KiB
Markdown
# 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/esengine @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/esengine';
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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/esengine';
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import {
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BehaviorTreeBuilder,
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BehaviorTreeStarter,
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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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private aiEntity: Entity;
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onEnable() {
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this.createBehaviorTree();
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}
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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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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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// 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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// 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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// 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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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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创建一个使用自定义执行器的敌人AI系统:
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```typescript
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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/esengine';
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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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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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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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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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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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## 性能优化
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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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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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### 限制同时运行的AI数量
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```typescript
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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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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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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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## 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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