This commit is contained in:
2026-06-05 14:57:25 +07:00
parent 9499efe518
commit 05187d12a7
10 changed files with 654 additions and 104 deletions

View File

@@ -34,6 +34,16 @@ public class EnemyAI : MonoBehaviour
public string shootSound = "Enemy_Shoot";
private bool hasSpottedPlayer; // Để chỉ kêu alert 1 lần
[Header("Conversation")]
public string npcName = "Guard";
public string persona = "You are a grumpy guard protecting gold.";
public float talkRange = 4f;
public float talkCooldown = 30f;
private float lastTalkTime;
private bool isTalking;
private EnemyAI talkingPartner;
private Hallucinate.UI.ChatBubble chatBubble;
private float nextShootTime;
private NavMeshAgent agent;
@@ -42,6 +52,7 @@ public class EnemyAI : MonoBehaviour
private void Start()
{
agent = GetComponent<NavMeshAgent>();
chatBubble = GetComponentInChildren<Hallucinate.UI.ChatBubble>(true);
agent.speed = moveSpeed;
// Lưu lại vị trí ban đầu để làm tâm của khu vực tuần tra
@@ -75,35 +86,69 @@ public class EnemyAI : MonoBehaviour
private void InitBehaviorTree()
{
// Player có artifact -> focus + shoot
// Ưu tiên 1: Player có artifact -> focus + shoot (Cao nhất)
var laserSequence = new Sequence(new List<Node>
{
new TaskNode(CheckHasArtifact),
new TaskNode(ActionFocusAndShoot)
});
// Thấy player -> chạy tới
// Ưu tiên 2: Thấy player -> rượt đuổi
var chaseSequence = new Sequence(new List<Node>
{
new TaskNode(CheckCanSeePlayer),
new TaskNode(ActionMoveToPlayer)
});
// Không thấy ai -> Tuần tra bằng NavMesh
// Ưu tiên 3: Gần NPC khác -> nói chuyện (Mới)
var talkSequence = new Sequence(new List<Node>
{
new TaskNode(CheckCanTalkToNPC),
new TaskNode(ActionTalk)
});
// Ưu tiên cuối: Tuần tra
var patrolNode = new TaskNode(ActionPatrol);
behaviorTreeRoot = new Selector(new List<Node>
{
laserSequence,
chaseSequence,
talkSequence,
patrolNode
});
}
#region CONDITIONS
private NodeState CheckCanTalkToNPC()
{
if (playerHasArtifact || hasSpottedPlayer) return NodeState.Failure;
if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;
if (isTalking) return NodeState.Success;
// Tìm NPC gần nhất
Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);
foreach (var hit in hitColliders)
{
if (hit.gameObject != gameObject && hit.CompareTag("Enemy"))
{
EnemyAI other = hit.GetComponent<EnemyAI>();
if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)
{
talkingPartner = other;
return NodeState.Success;
}
}
}
return NodeState.Failure;
}
private NodeState CheckHasArtifact()
{
// Khi bị phát hiện hoặc player có artifact, ngắt lời ngay
if (playerHasArtifact || hasSpottedPlayer) StopConversation();
return playerHasArtifact ? NodeState.Success : NodeState.Failure;
}
@@ -119,11 +164,12 @@ public class EnemyAI : MonoBehaviour
{
hasSpottedPlayer = true;
AudioManager.Instance?.Play(alertSound, position: transform.position);
StopConversation(); // Ngắt hội thoại khi thấy player
}
return NodeState.Success;
}
hasSpottedPlayer = false; // Reset nếu player ra khỏi tầm mắt
hasSpottedPlayer = false;
return NodeState.Failure;
}
@@ -131,6 +177,78 @@ public class EnemyAI : MonoBehaviour
#region ACTIONS
private NodeState ActionTalk()
{
if (talkingPartner == null) return NodeState.Failure;
if (!isTalking)
{
isTalking = true;
agent.isStopped = true;
// Xoay về phía bạn
FaceTarget(talkingPartner.transform.position);
// Bắt đầu hội thoại qua Gemini
StartNPCConversation();
}
return NodeState.Running;
}
private void StartNPCConversation()
{
string prompt = $"You are {npcName}. You are talking to your fellow guard {talkingPartner.npcName}. " +
"Keep it short (1 sentence). Topic: gold security or complaining about work.";
Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => {
if (chatBubble != null) chatBubble.Show(response);
// Hẹn giờ kết thúc hội thoại
Invoke(nameof(EndConversation), 5f);
});
// Thông báo cho bạn diễn cũng dừng lại để "nghe"
talkingPartner.OnPartnerTalked(this);
}
public void OnPartnerTalked(EnemyAI partner)
{
isTalking = true;
talkingPartner = partner;
agent.isStopped = true;
FaceTarget(partner.transform.position);
// Chờ bạn nói xong mới phản hồi (Tùy chọn: có thể thêm logic phản hồi ở đây)
Invoke(nameof(EndConversation), 6f);
}
private void EndConversation()
{
isTalking = false;
lastTalkTime = Time.time;
if (agent != null) agent.isStopped = false;
talkingPartner = null;
}
private void StopConversation()
{
if (!isTalking) return;
CancelInvoke(nameof(EndConversation));
EndConversation();
if (chatBubble != null) chatBubble.Show("Suỵt! Có gì đó không ổn...", 2f);
}
private void FaceTarget(Vector3 targetPos)
{
Vector3 dir = targetPos - transform.position;
dir.y = 0;
if (dir != Vector3.zero)
{
transform.rotation = Quaternion.LookRotation(dir);
}
}
private NodeState ActionPatrol()
{
// Debug.Log("Patrolling...");