mirror of
http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite.git
synced 2025-11-20 12:27:14 +08:00
398 lines
16 KiB
C#
398 lines
16 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Data;
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using Parsing;
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using UnityEngine;
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namespace AI
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{
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public abstract class CompositeNodeBase:BehaviorTreeBase
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{
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// 组合节点特有的成员:子行为树列表
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protected List<BehaviorTreeBase> children = new();
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/// <summary>
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/// 初始化组合行为树节点及其子节点。
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/// </summary>
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/// <param name="def">行为树定义。</param>
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/// <param name="selfEntity">关联的实体。</param>
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public override void Init(BehaviorTreeDef def, Entity.Entity selfEntity)
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{
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base.Init(def, selfEntity); // 调用基类Init,处理 SelfEntity 和 blackboard
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if (def.childTree == null) return;
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foreach (var childDef in def.childTree)
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{
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var childNode = Utils.BehaviorTreeUtils.ConvertToAIBase(childDef);
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if (childNode == null) continue;
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children.Add(childNode);
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childNode.Init(childDef, selfEntity); // 递归初始化子节点
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}
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}
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/// <summary>
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/// 重置组合行为树节点的状态及其所有子节点的状态。
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/// </summary>
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public override void Reset()
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{
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base.Reset(); // 调用基类Reset,重置自身状态
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foreach (var child in children)
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{
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child?.Reset(); // 确保子节点不为 null 时才调用 Reset
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}
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}
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/// <summary>
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/// 返回表示当前行为树节点及其子节点层次结构的字符串。
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/// </summary>
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/// <returns>行为树的层次结构字符串。</returns>
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public override string ToString()
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{
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return ToString(0); // 从根节点开始,初始缩进为0
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}
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/// <summary>
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/// 返回表示当前行为树节点及其子节点层次结构的字符串,带有指定缩进。
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/// </summary>
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/// <param name="indent">当前节点的缩进级别。</param>
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/// <returns>行为树的层次结构字符串。</returns>
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protected virtual string ToString(int indent)
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{
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StringBuilder sb = new StringBuilder();
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string indentStr = new string(' ', indent * 2); // 每个级别2个空格
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sb.AppendLine($"{indentStr}[{this.GetType().Name}] ");
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foreach (var child in children)
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{
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// 确保子节点不为 null 且支持 ToString(int) 方法
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if (child is CompositeNodeBase compositeChild)
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{
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sb.Append(compositeChild.ToString(indent + 1));
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}
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else if (child != null) // 对于叶子节点或非CompositeNodeBase的BehaviorTreeBase
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{
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// 如果子节点不是复合节点,但有自己的ToString实现,直接调用其ToString
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// 否则,打印其类型和ID/名称
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string childIndentStr = new string(' ', (indent + 1) * 2);
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sb.AppendLine($"{childIndentStr}[{child.GetType().Name}] ");
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}
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}
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return sb.ToString();
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}
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}
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public class ThinkNode_Selector : CompositeNodeBase
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{
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// 用于跟踪正在运行的子节点索引
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protected int currentChildIndex = 0;
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/// <summary>
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/// 执行选择器节点的逻辑。它会按顺序执行子节点,直到一个子节点成功或正在运行。
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/// </summary>
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/// <returns>节点的执行状态。</returns>
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public override Status Tick()
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{
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// 如果是从 Running 状态恢复,则从上次停止的子节点开始
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// 否则,从第一个子节点开始
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for (var i = currentChildIndex; i < children.Count; i++)
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{
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var child = children[i];
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if (child == null) // 处理 null 子节点,避免 NullReferenceException
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{
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Debug.LogWarning($"选择器节点在索引 {i} 处有空子节点。跳过。");
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continue; // 跳过此 null 子节点
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}
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CurrentStatus = child.Tick(); // 执行当前子节点的 Tick
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switch (CurrentStatus)
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{
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case Status.Success:
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currentChildIndex = 0;
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return Status.Success;
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case Status.Running:
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// 如果子节点正在运行,选择器也正在运行
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// 记录当前子节点的索引,以便下次 Tick 时继续
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currentChildIndex = i;
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return Status.Running;
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}
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}
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currentChildIndex = 0;
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return Status.Failure;
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}
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/// <summary>
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/// 重置选择器节点的状态,包括子节点索引。
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/// </summary>
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public override void Reset()
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{
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base.Reset(); // 调用基类的 Reset 方法
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currentChildIndex = 0; // 重置子节点索引
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}
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}
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public class ThinkNode_Conditional : ThinkNode_Selector
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{
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// 条件函数,返回 true 表示满足条件
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private Func<Entity.Entity, bool> condition;
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/// <summary>
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/// 初始化条件节点,创建条件委托。
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/// </summary>
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/// <param name="def">行为树定义。</param>
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/// <param name="selfEntity">关联的实体。</param>
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public override void Init(BehaviorTreeDef def, Entity.Entity selfEntity)
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{
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base.Init(def, selfEntity); // 调用基类的 Init 方法,初始化子节点和 SelfEntity
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if (!string.IsNullOrEmpty(def.value))
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{
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try
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{
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condition = ConditionDelegateFactory.CreateConditionDelegate(
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def.value,
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typeof(Entity.Entity),
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typeof(ConditionFunctions) // 指定查找条件函数的类
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);
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}
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catch (Exception ex)
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{
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// 记录错误,并使条件始终不满足
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Debug.LogError($"无法为 '{def.value}' 创建条件委托: {ex.Message}");
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condition = (e) => false;
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}
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}
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else
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{
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condition = (e) => false; // 如果没有指定条件,则条件始终不满足
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}
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}
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/// <summary>
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/// 执行条件节点的逻辑。首先检查条件,如果条件满足则执行其子节点(作为选择器)。
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/// </summary>
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/// <returns>节点的执行状态。</returns>
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public override Status Tick()
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{
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// 在执行任何子节点之前,先检查条件
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if (condition == null || !condition(SelfEntity)) // 使用 SelfEntity 来执行条件检查
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{
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// 如果条件不满足,则直接返回 Failure
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currentChildIndex = 0; // 条件不满足时,重置子节点索引
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return Status.Failure;
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}
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// 如果条件满足,则像父类 Selector 一样执行子节点
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return base.Tick();
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}
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}
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public class ThinkNode_Sequence : CompositeNodeBase
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{
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// 用于跟踪正在运行的子节点索引
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private int currentChildIndex = 0;
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/// <summary>
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/// 执行序列器节点的逻辑。它会按顺序执行子节点,直到一个子节点失败或正在运行。
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/// </summary>
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/// <returns>节点的执行状态。</returns>
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public override Status Tick()
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{
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// 从上次停止的子节点或者从第一个子节点开始
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for (var i = currentChildIndex; i < children.Count; i++)
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{
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var child = children[i];
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if (child == null) // 处理 null 子节点,避免 NullReferenceException
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{
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Debug.LogWarning($"序列器节点在索引 {i} 处有空子节点。跳过。");
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// Null 子节点对于 Sequence 来说是失败的表现
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currentChildIndex = 0;
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return Status.Failure;
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}
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CurrentStatus = child.Tick(); // 执行当前子节点的 Tick
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switch (CurrentStatus)
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{
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case Status.Failure:
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// 如果子节点失败,序列器也失败
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// 重置索引,以便下次从头开始
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currentChildIndex = 0;
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return Status.Failure;
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case Status.Running:
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// 如果子节点正在运行,序列器也正在运行
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// 记录当前子节点的索引,以便下次 Tick 时继续
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currentChildIndex = i;
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return Status.Running;
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}
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// 如果子节点返回 Success,则继续尝试下一个子节点 (这是 Sequence 的核心)
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}
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// 如果所有子节点都返回 Success (即循环结束且没有返回 Failure 或 Running),
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// 则 Sequence 也返回 Success。
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// 重置索引
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currentChildIndex = 0;
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return Status.Success;
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}
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/// <summary>
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/// 重置序列器节点的状态,包括子节点索引。
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/// </summary>
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public override void Reset()
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{
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base.Reset(); // 调用基类的 Reset 方法
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currentChildIndex = 0; // 重置子节点索引
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}
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}
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public enum BranchExecutionPhase
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{
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None, // 初始或重置状态
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EvaluatingCondition, // 正在执行条件节点
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ExecutingTrueBranch, // 正在执行真分支节点
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ExecutingFalseBranch // 正在执行假分支节点
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}
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public class ThinkNode_Branch : CompositeNodeBase
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{
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// 内部状态,用于跟踪分支节点当前正在执行哪个子节点
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private BranchExecutionPhase _currentPhase = BranchExecutionPhase.None;
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// 用于防止日志刷屏
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private bool _hasLoggedMisconfigurationWarning = false;
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/// <summary>
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/// 初始化分支节点。
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/// </summary>
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/// <param name="def">行为树定义。</param>
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/// <param name="selfEntity">关联的实体。</param>
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public override void Init(BehaviorTreeDef def, Entity.Entity selfEntity)
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{
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base.Init(def, selfEntity); // 调用基类的 Init 方法,初始化子节点和 SelfEntity
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_currentPhase = BranchExecutionPhase.None; // 确保初始化时状态为 None
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_hasLoggedMisconfigurationWarning = false; // 确保 Init 时也重置警告标志
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}
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/// <summary>
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/// 执行分支节点的逻辑。它会首先评估条件树,然后根据条件结果执行真分支或假分支。
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/// </summary>
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/// <returns>节点的执行状态。</returns>
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public override Status Tick()
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{
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// 如果之前有警告但现在配置正确了,就重置警告标志
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if (_hasLoggedMisconfigurationWarning && children.Count >= 2)
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{
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_hasLoggedMisconfigurationWarning = false;
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}
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// 确保至少有两个子节点 (条件树和真树)
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if (children.Count < 2)
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{
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if (!_hasLoggedMisconfigurationWarning) // 只有在未记录过警告时才记录
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{
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Debug.LogWarning(
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$"分支节点至少需要2个子节点(条件和真分支)。当前实例配置错误。 " +
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$"此实例的进一步警告将在重置或更正后才显示。 " +
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$"实体: {SelfEntity?.name ?? "N/A"}。"); // 增加更多上下文信息
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_hasLoggedMisconfigurationWarning = true; // 标记已记录
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}
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Reset(); // 重置内部状态 (包括_currentPhase 和 _hasLoggedMisconfigurationWarning)
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return Status.Failure;
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}
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// 获取条件树和真树
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var conditionTree = children[0];
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var trueTree = children[1];
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// 假树是可选的
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var falseTree = children.Count > 2 ? children[2] : null;
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// 如果是首次 Tick 或者 Reset 后,将阶段设置为评估条件
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if (_currentPhase == BranchExecutionPhase.None)
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{
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_currentPhase = BranchExecutionPhase.EvaluatingCondition;
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}
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Status result;
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switch (_currentPhase)
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{
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case BranchExecutionPhase.EvaluatingCondition:
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// 执行条件树
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if (conditionTree == null)
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{
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Debug.LogError("分支节点: 条件树为空。返回失败。");
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Reset();
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return Status.Failure;
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}
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result = conditionTree.Tick();
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if (result == Status.Running)
|
|||
|
|
{
|
|||
|
|
// 条件正在运行,则整个分支也运行
|
|||
|
|
return Status.Running;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (result == Status.Success)
|
|||
|
|
{
|
|||
|
|
// 条件成功,转移到执行真树阶段
|
|||
|
|
_currentPhase = BranchExecutionPhase.ExecutingTrueBranch;
|
|||
|
|
// 继续执行真树(因为条件成功,我们可以立即尝试执行真树)
|
|||
|
|
goto case BranchExecutionPhase.ExecutingTrueBranch;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// result == Status.Failure
|
|||
|
|
// 条件失败,转移到执行假树阶段
|
|||
|
|
_currentPhase = BranchExecutionPhase.ExecutingFalseBranch;
|
|||
|
|
// 继续执行假树(如果存在)
|
|||
|
|
goto case BranchExecutionPhase.ExecutingFalseBranch;
|
|||
|
|
case BranchExecutionPhase.ExecutingTrueBranch:
|
|||
|
|
// 执行真树
|
|||
|
|
if (trueTree == null)
|
|||
|
|
{
|
|||
|
|
Debug.LogError("分支节点: 真分支树为空。返回失败。");
|
|||
|
|
Reset();
|
|||
|
|
return Status.Failure;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
result = trueTree.Tick();
|
|||
|
|
if (result == Status.Running)
|
|||
|
|
{
|
|||
|
|
// 真树正在运行,则整个分支也运行
|
|||
|
|
return Status.Running;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 真树完成 (成功或失败),分支节点完成,重置状态
|
|||
|
|
Reset();
|
|||
|
|
return result;
|
|||
|
|
case BranchExecutionPhase.ExecutingFalseBranch:
|
|||
|
|
// 执行假树 (如果存在)
|
|||
|
|
if (falseTree != null)
|
|||
|
|
{
|
|||
|
|
result = falseTree.Tick();
|
|||
|
|
if (result == Status.Running)
|
|||
|
|
{
|
|||
|
|
// 假树正在运行,则整个分支也运行
|
|||
|
|
return Status.Running;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 假树完成 (成功或失败),分支节点完成,重置状态
|
|||
|
|
Reset();
|
|||
|
|
return result;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 没有假树,且条件失败,则分支节点失败
|
|||
|
|
Reset();
|
|||
|
|
return Status.Failure;
|
|||
|
|
case BranchExecutionPhase.None:
|
|||
|
|
default:
|
|||
|
|
// 不应该到达这里,如果到达表示有逻辑错误
|
|||
|
|
Debug.LogError($"分支节点处于意外阶段: {_currentPhase}。返回失败。");
|
|||
|
|
Reset();
|
|||
|
|
return Status.Failure;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 重置分支节点的状态,包括内部执行阶段。
|
|||
|
|
/// </summary>
|
|||
|
|
public override void Reset()
|
|||
|
|
{
|
|||
|
|
base.Reset(); // 调用基类的 Reset 方法来确保子节点也重置
|
|||
|
|
_currentPhase = BranchExecutionPhase.None; // 重置内部状态
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|