(client) feat:添加行为树和工作类

This commit is contained in:
m0_75251201
2025-07-20 20:41:37 +08:00
parent 9dcc67d710
commit a48ccca5f4
12 changed files with 350 additions and 44 deletions

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@ -0,0 +1,63 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace AI
{
public abstract class AIBase
{
public List<AIBase> children = new();
public virtual JobBase GetJob(Entity.Entity target)
{
foreach (var aiBase in children)
{
var job = aiBase.GetJob(target);
if (job != null)
return job;
}
return null;
}
}
public class ContinuousMove : AIBase
{
override public JobBase GetJob(Entity.Entity target)
{
return null;
}
}
public class TrackPlayer : AIBase
{
}
public class WanderNode : AIBase
{
}
public class ConditionalAI : AIBase
{
// 条件函数,返回 true 表示满足条件
private Func<Entity.Entity, bool> condition;
// 构造函数,传入条件函数
public ConditionalAI(Func<Entity.Entity, bool> conditionFunc)
{
condition = conditionFunc;
}
public override JobBase GetJob(Entity.Entity target)
{
// 检查条件是否满足
if (condition != null && condition(target))
{
// 如果条件满足,继续查找子节点的任务
return base.GetJob(target);
}
// 条件不满足,直接返回 null
return null;
}
}
}

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@ -0,0 +1,38 @@
using Base;
using Unity.VisualScripting;
namespace AI
{
public abstract class JobBase
{
public Entity.Entity entity;
private int timeoutTicks = 1000;
public bool Running=>timeoutTicks > 0;
public virtual void StartJob(Entity.Entity target)
{
entity = target;
}
protected abstract void UpdateJob();
public bool Update()
{
if(!Running)
return false;
UpdateJob();
timeoutTicks--;
if (timeoutTicks <= 0)
{
StopJob();
}
return true;
}
public virtual void StopJob()
{
timeoutTicks = 0;
}
}
}

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@ -11,5 +11,18 @@ namespace Data
public int attackSpeed = 2;
public int attackRange = 3;
public int attackTargetCount = 1;
public AttributesDef Clone()
{
return new AttributesDef
{
health = this.health,
moveSpeed = this.moveSpeed,
attack = this.attack,
defense = this.defense,
attackSpeed = this.attackSpeed,
attackRange = this.attackRange,
attackTargetCount = this.attackTargetCount
};
}
}
}

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@ -7,6 +7,7 @@ namespace Data
{
public class PawnDef : Define
{
public AttributesDef attributes;
public string aiController;
public string texturePath = null;
public DrawingOrderDef
@ -15,7 +16,7 @@ namespace Data
drawingOrder_left,
drawingOrder_right;
public string[] behaviorTree;
public BehaviorTreeDef behaviorTree;
public DrawingOrderDef GetDrawingOrder(Orientation orientation)

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@ -1,35 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
namespace Entity
{
public abstract class AIBase
{
public virtual bool Run(Entity target)
{
foreach (var aiBase in children)
{
if (aiBase.Run(target))
return true;
}
return false;
}
public List<AIBase> children=new();
}
public class ContinuousMove : AIBase
{
override public bool Run(Entity target)
{
target.gameObject.transform.position +=
Time.deltaTime * target.runtimeAttributes.moveSpeed * target.direction;
return true;
}
}
public class TrackPlayer : AIBase
{
}
}

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@ -1,22 +1,42 @@
using System.Collections.Generic;
using AI;
using Base;
using Data;
using UnityEngine;
namespace Entity
{
public abstract class Entity:MonoBehaviour,ITick
{
public string name;
public bool playerControlled = false;
public List<AIBase> aiTree=new();
public Data.AttributesDef runtimeAttributes;
public AIBase aiTree;
public JobBase currentJob;
public AttributesDef runtimeAttributes;
public Vector3 direction;
private const int WarningInterval = 5000;
private int warningTicks = 0;
public void Tick()
{
foreach (var aiBase in aiTree)
if (currentJob == null || !currentJob.Running)
{
if (aiBase.Run(this))
break;
currentJob = aiTree.GetJob(this);
if (currentJob == null)
{
if (warningTicks<=0)
{
Debug.LogWarning($"{GetType().Name}类型的{name}没有分配到任何工作,给行为树末尾添加等待行为,避免由于没有工作导致无意义的反复查找工作导致性能问题");
warningTicks += WarningInterval;
}
warningTicks--;
return;
}
}
currentJob.Update();
}
public virtual void TryAttck()

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@ -1,3 +1,4 @@
using Prefab;
using UnityEngine;
namespace Managers
@ -5,11 +6,17 @@ namespace Managers
public class Generator:MonoBehaviour
{
public GameObject entityLevel;
public EntityPrefab entityPrefab;
public void GenerateEntity(Data.PawnDef pawnDef, Vector3 pos)
{
if (entityPrefab == null || pawnDef == null)
return;
GameObject entity = Instantiate(entityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
// entity.name = pawnDef.name;
var entityComponent = entity.GetComponent<EntityPrefab>();
entityComponent?.Init(pawnDef);
}
}
}

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@ -1,9 +1,71 @@
using System;
using AI;
using Data;
using Entity;
using Unity.VisualScripting;
using UnityEngine;
namespace Prefab
{
public class EntityPrefab:MonoBehaviour
public class EntityPrefab : MonoBehaviour
{
public Entity.Entity entity;
public void Init(Data.PawnDef pawnDef)
{
entity.runtimeAttributes = pawnDef.attributes.Clone();
entity.aiTree = ConvertToAIBase(pawnDef.behaviorTree);
}
public static AIBase ConvertToAIBase(BehaviorTreeDef behaviorTreeDef)
{
if (behaviorTreeDef == null)
return null;
AIBase aiBase = CreateAIBaseInstance(behaviorTreeDef.className);
if (behaviorTreeDef.childTree != null)
{
foreach (var child in behaviorTreeDef.childTree)
{
if (child != null)
{
aiBase.children.Add(ConvertToAIBase(child));
}
}
}
return aiBase;
}
// 使用反射根据 className 创建具体的 AIBase 子类实例
private static AIBase CreateAIBaseInstance(string className)
{
if (string.IsNullOrEmpty(className))
throw new ArgumentException("className 不能为空");
// 定义可能的命名空间列表
var possibleNamespaces = new[] { "AI"};
foreach (var ns in possibleNamespaces)
{
try
{
// 获取当前程序集
var assembly = typeof(AIBase).Assembly;
// 尝试查找类型
var type = assembly.GetType($"{ns}.{className}");
if (type != null && typeof(AIBase).IsAssignableFrom(type))
{
// 如果找到合适的类型,则创建实例并返回
return (AIBase)Activator.CreateInstance(type);
}
}
catch
{
// 忽略单个命名空间的错误,继续尝试下一个命名空间
}
}
// 如果所有命名空间都未找到对应的类型,抛出异常
throw new InvalidOperationException($"无法找到类型 {className} 或该类型不是 AIBase 的子类");
}
}
}

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@ -0,0 +1,131 @@
using System;
using System.Linq;
using System.Linq.Expressions;
namespace Utils
{
public static class Resolver
{
/// <summary>
/// 将字符串表达式解析为一个谓词函数,该函数可以用于筛选实体对象。
/// </summary>
/// <param name="expression">表示条件的字符串表达式。格式示例:"entity.Id &gt; 10" 或 "entity.Name == 'John'"。</param>
/// <returns>返回一个 Func&lt;Entity.Entity, bool&gt; 类型的委托,表示解析后的谓词函数。</returns>
/// <exception cref="FormatException">当输入表达式的格式不正确时抛出此异常。</exception>
/// <exception cref="NotSupportedException">当表达式中包含不支持的操作符或数据类型时抛出此异常。</exception>
/// <remarks>
/// 表达式的格式必须符合以下规则:
/// - 表达式由三部分组成:属性路径、操作符和值,用空格分隔。
/// - 属性路径格式为 "entity.PropertyName",其中 PropertyName 是实体类中的一个公共属性或字段。
/// - 操作符可以是以下之一:"&gt;", "&lt;", "&gt;=", "&lt;=", "==", "!="。
/// - 值的类型必须与属性的类型匹配并且支持以下类型string, int, long, float, double, decimal, bool, DateTime, Guid 和枚举类型。
///
/// 注意事项:
/// - 字符串值需要用单引号或双引号括起来,例如 'John' 或 "John"。
/// - 对于可为空类型Nullable会自动处理其底层类型的转换。
/// - 字符串比较默认使用不区分大小写的 Equals 方法。
/// </remarks>
public static Func<Entity.Entity, bool> ParsePredicate(string expression)
{
// 格式示例:"entity.Id > 10" 或 "entity.Name == 'John'"
var parts = expression.Split(new[] { ' ' }, 3, StringSplitOptions.RemoveEmptyEntries);
if (parts.Length != 3)
throw new FormatException(
"Invalid expression format. Expected format: 'entity.Property Operator Value'");
// 解析属性和操作符
var propPath = parts[0].Split('.')[1]; // "Id" 或 "Name"
var op = parts[1]; // ">", "==" 等
// 创建表达式参数
var param = Expression.Parameter(typeof(Entity.Entity), "entity");
// 获取属性访问表达式
var propAccess = propPath.Split('.')
.Aggregate<string, Expression>(param, Expression.PropertyOrField);
// 获取属性类型
var propType = propAccess.Type;
// 解析值并转换为适当类型
object value;
var valueStr = parts[2].Trim();
try
{
if (propType == typeof(string))
// 处理字符串值(去除引号)
value = valueStr.Trim('\'', '"');
else if (propType == typeof(int))
value = int.Parse(valueStr);
else if (propType == typeof(long))
value = long.Parse(valueStr);
else if (propType == typeof(float))
value = float.Parse(valueStr);
else if (propType == typeof(double))
value = double.Parse(valueStr);
else if (propType == typeof(decimal))
value = decimal.Parse(valueStr);
else if (propType == typeof(bool))
value = bool.Parse(valueStr);
else if (propType == typeof(DateTime))
value = DateTime.Parse(valueStr);
else if (propType == typeof(Guid))
value = Guid.Parse(valueStr);
else if (propType.IsEnum)
value = Enum.Parse(propType, valueStr);
else
throw new NotSupportedException($"Type {propType.Name} is not supported");
}
catch (Exception ex)
{
throw new FormatException($"Failed to parse value '{valueStr}' for type {propType.Name}", ex);
}
// 创建常量表达式(确保类型匹配)
var constant = Expression.Constant(value, propType);
// 处理可为空类型的情况
if (propType.IsGenericType && propType.GetGenericTypeDefinition() == typeof(Nullable<>))
{
var underlyingType = Nullable.GetUnderlyingType(propType);
propAccess = Expression.Property(propAccess, "Value");
constant = Expression.Constant(Convert.ChangeType(value, underlyingType), underlyingType);
}
// 创建比较表达式
Expression comparison;
if (propType == typeof(string) && (op == "==" || op == "!="))
{
// 字符串特殊处理使用Equals方法进行不区分大小写的比较
var equalsMethod =
typeof(string).GetMethod("Equals", new[] { typeof(string), typeof(StringComparison) });
var methodCall = Expression.Call(
propAccess,
equalsMethod,
constant,
Expression.Constant(StringComparison.OrdinalIgnoreCase));
comparison = op == "==" ? methodCall : Expression.Not(methodCall);
}
else
{
// 其他类型使用标准二元运算符
comparison = op switch
{
">" => Expression.GreaterThan(propAccess, constant),
"<" => Expression.LessThan(propAccess, constant),
">=" => Expression.GreaterThanOrEqual(propAccess, constant),
"<=" => Expression.LessThanOrEqual(propAccess, constant),
"==" => Expression.Equal(propAccess, constant),
"!=" => Expression.NotEqual(propAccess, constant),
_ => throw new NotSupportedException($"Operator {op} not supported")
};
}
// 编译为委托
var lambda = Expression.Lambda<Func<Entity.Entity, bool>>(comparison, param);
return lambda.Compile();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: acd36958b991488f92c4b9a8b903c0be
timeCreated: 1753012536

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@ -25,6 +25,9 @@
<texture>
<path>Resources\Item\YellowBullet.png</path>
</texture>
<behaviorTree>
<Node className="ContinuousMove"/>
</behaviorTree>
</BulletDef>
<ImageDef>