Files
esengine/extensions/cocos/cocos-ecs/assets/resources/BehaviorTreeGuideUsage.ts
2025-06-22 21:21:46 +08:00

315 lines
10 KiB
TypeScript

import { _decorator, Component, Node, Label, Button } from 'cc';
import {
BehaviorTreeBuilder,
BehaviorTree,
Blackboard,
BehaviorTreeJSONConfig
} from '@esengine/ai';
const { ccclass, property } = _decorator;
/**
* 完整行为树指南使用示例
*
* 此示例展示了高级行为树特性:
* 1. 条件装饰器 (Conditional Decorator)
* 2. 重复器 (Repeater)
* 3. 反转器 (Inverter)
* 4. 黑板变量引用 {{variable}}
* 5. 复杂的组合行为逻辑
* 6. 自定义条件和动作
*
* 包含三种行为模式:
* - 巡逻模式:重复执行巡逻序列
* - 战斗模式:检测敌人并攻击/防御
* - 闲置模式:状态报告和等待
*/
@ccclass('BehaviorTreeGuideUsage')
export class BehaviorTreeGuideUsage extends Component {
@property(Label)
statusLabel: Label = null;
@property(Label)
logLabel: Label = null;
@property(Button)
controlButton: Button = null;
@property(Button)
switchStateButton: Button = null;
private behaviorTree: BehaviorTree<any> = null;
private blackboard: Blackboard = null;
private isRunning: boolean = false;
private logs: string[] = [];
private currentStateIndex: number = 0;
private states = ['patrol', 'combat', 'idle'];
onLoad() {
this.setupUI();
this.initializeBehaviorTree();
}
private setupUI() {
if (this.controlButton) {
this.controlButton.node.on('click', this.toggleExecution, this);
}
if (this.switchStateButton) {
this.switchStateButton.node.on('click', this.switchState, this);
}
this.updateStatus('初始化完整行为树指南...');
this.addLog('🎓 行为树指南示例已加载');
}
private initializeBehaviorTree() {
try {
// 这里应该从JSON文件加载完整的行为树配置
// 为了演示,我们使用简化版本
const config: BehaviorTreeJSONConfig = {
nodes: [
{
id: "root_1",
type: "root",
name: "行为树指南根",
children: ["selector_main"]
},
{
id: "selector_main",
type: "selector",
name: "主选择器",
properties: { abortType: "LowerPriority" },
children: ["sequence_combat", "sequence_patrol", "sequence_idle"]
},
{
id: "sequence_combat",
type: "sequence",
name: "战斗序列",
children: ["condition_enemy", "action_attack"]
},
{
id: "condition_enemy",
type: "condition-random",
name: "随机敌人出现",
properties: { successProbability: 0.3 }
},
{
id: "action_attack",
type: "log-action",
name: "攻击动作",
properties: {
message: "发动攻击!生命值: {{health}}, 能量: {{energy}}",
logLevel: "warn"
}
},
{
id: "sequence_patrol",
type: "sequence",
name: "巡逻序列",
children: ["action_patrol", "wait_patrol"]
},
{
id: "action_patrol",
type: "set-blackboard-value",
name: "执行巡逻",
properties: {
variableName: "lastAction",
value: "{{state}}_执行中"
}
},
{
id: "wait_patrol",
type: "wait-action",
name: "巡逻等待",
properties: { waitTime: 1 }
},
{
id: "sequence_idle",
type: "sequence",
name: "闲置序列",
children: ["action_idle", "wait_idle"]
},
{
id: "action_idle",
type: "log-action",
name: "状态报告",
properties: {
message: "状态报告 - 当前: {{state}}, 上次动作: {{lastAction}}"
}
},
{
id: "wait_idle",
type: "wait-action",
name: "闲置等待",
properties: { waitTime: 2 }
}
],
blackboard: [
{
name: "state",
type: "string",
value: "patrol",
description: "当前状态"
},
{
name: "lastAction",
type: "string",
value: "",
description: "最后执行的动作"
},
{
name: "health",
type: "number",
value: 100,
description: "生命值"
},
{
name: "energy",
type: "number",
value: 50,
description: "能量值"
}
]
};
// 创建执行上下文
const executionContext = {
node: this.node,
component: this,
log: (message: string, level: string = 'info') => {
this.addLog(`🤖 [${level.toUpperCase()}] ${message}`);
}
};
// 🎯 使用 BehaviorTreeBuilder 一键创建
const result = BehaviorTreeBuilder.fromBehaviorTreeConfig(config, executionContext);
this.behaviorTree = result.tree;
this.blackboard = result.blackboard;
this.updateStatus('完整行为树指南已准备就绪');
this.addLog('✅ 行为树创建成功(高级特性版本)');
this.addLog(`📊 包含 ${config.nodes.length} 个节点`);
this.addLog(`📋 包含 ${config.blackboard.length} 个黑板变量`);
// 显示初始状态
this.logBlackboardStatus();
} catch (error) {
console.error('初始化行为树失败:', error);
this.updateStatus('初始化失败: ' + error.message);
this.addLog('❌ 行为树初始化失败: ' + error.message);
}
}
private toggleExecution() {
if (!this.behaviorTree) {
this.addLog('❌ 行为树未准备好');
return;
}
this.isRunning = !this.isRunning;
if (this.isRunning) {
this.behaviorTree.reset();
this.updateStatus('执行中...');
this.addLog('🚀 开始执行完整行为树指南');
if (this.controlButton) {
this.controlButton.getComponentInChildren(Label).string = '停止';
}
} else {
this.updateStatus('已停止');
this.addLog('⏹️ 行为树执行已停止');
if (this.controlButton) {
this.controlButton.getComponentInChildren(Label).string = '开始';
}
}
}
private switchState() {
if (!this.blackboard) return;
this.currentStateIndex = (this.currentStateIndex + 1) % this.states.length;
const newState = this.states[this.currentStateIndex];
this.blackboard.setValue('state', newState);
this.addLog(`🔄 切换状态到: ${newState}`);
this.logBlackboardStatus();
}
update(deltaTime: number) {
if (!this.isRunning || !this.behaviorTree) return;
try {
this.behaviorTree.tick(deltaTime);
} catch (error) {
console.error('行为树执行出错:', error);
this.addLog('❌ 执行出错: ' + error.message);
this.isRunning = false;
}
}
private logBlackboardStatus() {
if (!this.blackboard) return;
const variables = ['state', 'lastAction', 'health', 'energy'];
const status = variables.map(name => {
const value = this.blackboard.getValue(name, 'undefined');
return `${name}:${value}`;
}).join(', ');
this.addLog(`📊 黑板状态: ${status}`);
}
private updateStatus(status: string) {
if (this.statusLabel) {
this.statusLabel.string = status;
}
}
private addLog(message: string) {
this.logs.push(`[${new Date().toLocaleTimeString()}] ${message}`);
// 只保留最新的20条日志
if (this.logs.length > 20) {
this.logs.shift();
}
if (this.logLabel) {
this.logLabel.string = this.logs.join('\n');
}
console.log('[BehaviorTreeGuide]', message);
}
onDestroy() {
this.isRunning = false;
}
}
/*
* 完整指南特色功能说明:
*
* 1. 高级节点类型:
* - Repeater: 无限重复巡逻行为
* - Conditional Decorator: 带条件的装饰器
* - Inverter: 反转子节点结果
*
* 2. 黑板变量引用:
* - {{state}}: 动态引用当前状态
* - {{health}}: 显示生命值
* - {{lastAction}}: 跟踪最后动作
*
* 3. 复杂行为逻辑:
* - 巡逻:重复执行,状态检查
* - 战斗:敌人检测,攻击防御
* - 闲置:状态报告,定时等待
*
* 4. 交互功能:
* - 状态切换按钮
* - 开始/停止控制
* - 实时日志显示
* - 黑板变量监控
*/