商业化游戏PVE怪物AI框架

实现一个高扩展、高性能、高可配置的基于Unity引擎的商业化游戏PVE怪物AI是一个复杂的任务。我们需要考虑以下几个方面:

  1. AI架构设计
  2. 状态机实现
  3. 行为树实现
  4. 路径规划
  5. 配置管理
  6. 性能优化

1. AI架构设计

我们将采用模块化设计,确保AI系统的高扩展性和高可配置性。主要模块包括:

  • 感知系统:负责感知玩家和环境。
  • 决策系统:负责根据感知信息做出决策。
  • 行为系统:负责执行决策。
  • 状态机:管理AI的状态转换。
  • 行为树:实现复杂的行为逻辑。

2. 状态机实现

状态机用于管理AI的不同状态,如巡逻、追击、攻击等。

// State.cs
public abstract class State
{
    protected AIController aiController;

    public State(AIController aiController)
    {
        this.aiController = aiController;
    }

    public abstract void Enter();
    public abstract void Execute();
    public abstract void Exit();
}

// PatrolState.cs
public class PatrolState : State
{
    public PatrolState(AIController aiController) : base(aiController) { }

    public override void Enter()
    {
        // 初始化巡逻状态
    }

    public override void Execute()
    {
        // 执行巡逻逻辑
        if (aiController.CanSeePlayer())
        {
            aiController.ChangeState(new ChaseState(aiController));
        }
    }

    public override void Exit()
    {
        // 清理巡逻状态
    }
}

// ChaseState.cs
public class ChaseState : State
{
    public ChaseState(AIController aiController) : base(aiController) { }

    public override void Enter()
    {
        // 初始化追击状态
    }

    public override void Execute()
    {
        // 执行追击逻辑
        if (aiController.CanAttackPlayer())
        {
            aiController.ChangeState(new AttackState(aiController));
        }
    }

    public override void Exit()
    {
        // 清理追击状态
    }
}

// AttackState.cs
public class AttackState : State
{
    public AttackState(AIController aiController) : base(aiController) { }

    public override void Enter()
    {
        // 初始化攻击状态
    }

    public override void Execute()
    {
        // 执行攻击逻辑
        if (!aiController.CanAttackPlayer())
        {
            aiController.ChangeState(new ChaseState(aiController));
        }
    }

    public override void Exit()
    {
        // 清理攻击状态
    }
}

// AIController.cs
public class AIController : MonoBehaviour
{
    private State currentState;

    public void ChangeState(State newState)
    {
        if (currentState != null)
        {
            currentState.Exit();
        }
        currentState = newState;
        currentState.Enter();
    }

    private void Update()
    {
        if (currentState != null)
        {
            currentState.Execute();
        }
    }

    public bool CanSeePlayer()
    {
        // 实现感知玩家的逻辑
        return false;
    }

    public bool CanAttackPlayer()
    {
        // 实现判断是否可以攻击玩家的逻辑
        return false;
    }
}

3. 行为树实现

行为树用于实现复杂的行为逻辑。

// Node.cs
public abstract class Node
{
    public abstract NodeState Evaluate();
}

public enum NodeState
{
    RUNNING,
    SUCCESS,
    FAILURE
}

// Sequence.cs
public class Sequence : Node
{
    private List<Node> nodes = new List<Node>();

    public Sequence(List<Node> nodes)
    {
        this.nodes = nodes;
    }

    public override NodeState Evaluate()
    {
        bool anyChildRunning = false;

        foreach (var node in nodes)
        {
            switch (node.Evaluate())
            {
                case NodeState.FAILURE:
                    return NodeState.FAILURE;
                case NodeState.SUCCESS:
                    continue;
                case NodeState.RUNNING:
                    anyChildRunning = true;
                    continue;
                default:
                    return NodeState.SUCCESS;
            }
        }

        return anyChildRunning ? NodeState.RUNNING : NodeState.SUCCESS;
    }
}

// Selector.cs
public class Selector : Node
{
    private List<Node> nodes = new List<Node>();

    public Selector(List<Node> nodes)
    {
        this.nodes = nodes;
    }

    public override NodeState Evaluate()
    {
        foreach (var node in nodes)
        {
            switch (node.Evaluate())
            {
                case NodeState.FAILURE:
                    continue;
                case NodeState.SUCCESS:
                    return NodeState.SUCCESS;
                case NodeState.RUNNING:
                    return NodeState.RUNNING;
                default:
                    continue;
            }
        }

        return NodeState.FAILURE;
    }
}

// TaskNode.cs
public class TaskNode : Node
{
    private Func<NodeState> task;

    public TaskNode(Func<NodeState> task)
    {
        this.task = task;
    }

    public override NodeState Evaluate()
    {
        return task();
    }
}

// AIControllerWithBT.cs
public class AIControllerWithBT : MonoBehaviour
{
    private Node rootNode;

    private void Start()
    {
        rootNode = new Selector(new List<Node>
        {
            new Sequence(new List<Node>
            {
                new TaskNode(CanSeePlayer),
                new TaskNode(ChasePlayer)
            }),
            new TaskNode(Patrol)
        });
    }

    private void Update()
    {
        rootNode.Evaluate();
    }

    private NodeState CanSeePlayer()
    {
        // 实现感知玩家的逻辑
        return NodeState.SUCCESS;
    }

    private NodeState ChasePlayer()
    {
        // 实现追击玩家的逻辑
        return NodeState.RUNNING;
    }

    private NodeState Patrol()
    {
        // 实现巡逻逻辑
        return NodeState.RUNNING;
    }
}

4. 路径规划

我们可以使用Unity的NavMesh系统来实现路径规划。

// AIControllerWithNavMesh.cs
using UnityEngine;
using UnityEngine.AI;

public class AIControllerWithNavMesh : MonoBehaviour
{
    private NavMeshAgent agent;
    private Transform player;

    private void Start()
    {
        agent = GetComponent<NavMeshAgent>();
        player = GameObject.FindGameObjectWithTag("Player").transform;
    }

    private void Update()
    {
        if (CanSeePlayer())
        {
            agent.SetDestination(player.position);
        }
        else
        {
            Patrol();
        }
    }

    private bool CanSeePlayer()
    {
        // 实现感知玩家的逻辑
        return false;
    }

    private void Patrol()
    {
        // 实现巡逻逻辑
    }
}

5. 配置管理

我们可以使用ScriptableObject来管理AI的配置。

// AIConfig.cs
using UnityEngine;

[CreateAssetMenu(fileName = "AIConfig", menuName = "AI/Config")]
public class AIConfig : ScriptableObject
{
    public float patrolSpeed;
    public float chaseSpeed;
    public float attackRange;
    public float visionRange;
}

// AIControllerWithConfig.cs
public class AIControllerWithConfig : MonoBehaviour
{
    public AIConfig config;

    private void Start()
    {
        // 使用配置初始化AI
    }

    private void Update()
    {
        // 使用配置更新AI逻辑
    }
}

6. 性能优化

为了提高性能,我们可以使用对象池、减少物理计算、优化路径规划等方法。

对象池
// ObjectPool.cs
using System.Collections.Generic;
using UnityEngine;

public class ObjectPool : MonoBehaviour
{
    public GameObject prefab;
    private Queue<GameObject> pool = new Queue<GameObject>();

    public GameObject Get()
    {
        if (pool.Count > 0)
        {
            var obj = pool.Dequeue();
            obj.SetActive(true);
            return obj;
        }
        else
        {
            return Instantiate(prefab);
        }
    }

    public void Return(GameObject obj)
    {
        obj.SetActive(false);
        pool.Enqueue(obj);
    }
}
减少物理计算
// AIControllerWithPhysicsOptimization.cs
public class AIControllerWithPhysicsOptimization : MonoBehaviour
{
    private float updateInterval = 0.2f;
    private float nextUpdateTime;

    private void Update()
    {
        if (Time.time >= nextUpdateTime)
        {
            nextUpdateTime = Time.time + updateInterval;
            PerformAIUpdate();
        }
    }

    private void PerformAIUpdate()
    {
        // 执行AI逻辑
    }
}

总结

以上是一个详细的高扩展、高性能、高可配置的基于Unity引擎的商业化游戏PVE怪物AI的代码实现。我们采用了模块化设计,使用状态机和行为树实现了复杂的AI逻辑,并通过路径规划、配置管理和性能优化等手段提高了AI系统的性能和可配置性。实际的商业化游戏AI可能会更加复杂,需要根据具体需求进行进一步的设计和优化。如果你有更多具体的问题或需要进一步的帮助,请随时告诉我。

好的,我们继续深入探讨和实现更多细节,以确保AI系统的高扩展性、高性能和高可配置性。

7. 感知系统

感知系统是AI的关键部分,它决定了AI如何感知玩家和环境。我们可以使用射线检测、触发器和视锥体等技术来实现感知系统。

射线检测
// PerceptionSystem.cs
using UnityEngine;

public class PerceptionSystem : MonoBehaviour
{
    public float visionRange = 10f;
    public float visionAngle = 45f;
    public LayerMask playerLayer;
    public LayerMask obstacleLayer;

    public bool CanSeePlayer(Transform player)
    {
        Vector3 directionToPlayer = (player.position - transform.position).normalized;
        float angleToPlayer = Vector3.Angle(transform.forward, directionToPlayer);

        if (angleToPlayer < visionAngle / 2)
        {
            float distanceToPlayer = Vector3.Distance(transform.position, player.position);
            if (distanceToPlayer < visionRange)
            {
                if (!Physics.Linecast(transform.position, player.position, obstacleLayer))
                {
                    return true;
                }
            }
        }

        return false;
    }
}

8. 决策系统

决策系统根据感知系统提供的信息做出决策。我们可以使用状态机和行为树来实现决策系统。

状态机与感知系统结合
// AIControllerWithPerception.cs
public class AIControllerWithPerception : MonoBehaviour
{
    private State currentState;
    private PerceptionSystem perceptionSystem;
    private Transform player;

    private void Start()
    {
        perceptionSystem = GetComponent<PerceptionSystem>();
        player = GameObject.FindGameObjectWithTag("Player").transform;
        ChangeState(new PatrolState(this));
    }

    public void ChangeState(State newState)
    {
        if (currentState != null)
        {
            currentState.Exit();
        }
        currentState = newState;
        currentState.Enter();
    }

    private void Update()
    {
        if (currentState != null)
        {
            currentState.Execute();
        }
    }

    public bool CanSeePlayer()
    {
        return perceptionSystem.CanSeePlayer(player);
    }

    public bool CanAttackPlayer()
    {
        // 实现判断是否可以攻击玩家的逻辑
        return false;
    }
}

9. 行为系统

行为系统负责执行决策系统做出的决策。我们可以使用NavMeshAgent来实现AI的移动和路径规划。

行为系统与NavMesh结合
// AIControllerWithBehavior.cs
public class AIControllerWithBehavior : MonoBehaviour
{
    private State currentState;
    private PerceptionSystem perceptionSystem;
    private NavMeshAgent agent;
    private Transform player;

    private void Start()
    {
        perceptionSystem = GetComponent<PerceptionSystem>();
        agent = GetComponent<NavMeshAgent>();
        player = GameObject.FindGameObjectWithTag("Player").transform;
        ChangeState(new PatrolState(this));
    }

    public void ChangeState(State newState)
    {
        if (currentState != null)
        {
            currentState.Exit();
        }
        currentState = newState;
        currentState.Enter();
    }

    private void Update()
    {
        if (currentState != null)
        {
            currentState.Execute();
        }
    }

    public bool CanSeePlayer()
    {
        return perceptionSystem.CanSeePlayer(player);
    }

    public bool CanAttackPlayer()
    {
        // 实现判断是否可以攻击玩家的逻辑
        return false;
    }

    public void MoveTo(Vector3 destination)
    {
        agent.SetDestination(destination);
    }
}

10. 配置管理

我们可以进一步扩展配置管理系统,使其支持更多的配置选项,如不同的AI行为模式、不同的感知范围等。

扩展配置管理
// AIConfig.cs
[CreateAssetMenu(fileName = "AIConfig", menuName = "AI/Config")]
public class AIConfig : ScriptableObject
{
    public float patrolSpeed;
    public float chaseSpeed;
    public float attackRange;
    public float visionRange;
    public float visionAngle;
    public float attackCooldown;
}

// AIControllerWithExtendedConfig.cs
public class AIControllerWithExtendedConfig : MonoBehaviour
{
    public AIConfig config;
    private PerceptionSystem perceptionSystem;
    private NavMeshAgent agent;
    private Transform player;

    private void Start()
    {
        perceptionSystem = GetComponent<PerceptionSystem>();
        agent = GetComponent<NavMeshAgent>();
        player = GameObject.FindGameObjectWithTag("Player").transform;

        // 使用配置初始化AI
        perceptionSystem.visionRange = config.visionRange;
        perceptionSystem.visionAngle = config.visionAngle;
        agent.speed = config.patrolSpeed;

        ChangeState(new PatrolState(this));
    }

    public void ChangeState(State newState)
    {
        if (currentState != null)
        {
            currentState.Exit();
        }
        currentState = newState;
        currentState.Enter();
    }

    private void Update()
    {
        if (currentState != null)
        {
            currentState.Execute();
        }
    }

    public bool CanSeePlayer()
    {
        return perceptionSystem.CanSeePlayer(player);
    }

    public bool CanAttackPlayer()
    {
        // 实现判断是否可以攻击玩家的逻辑
        return false;
    }

    public void MoveTo(Vector3 destination)
    {
        agent.SetDestination(destination);
    }
}

11. 性能优化

为了进一步优化性能,我们可以使用更多的优化技术,如减少更新频率、使用多线程等。

减少更新频率
// AIControllerWithOptimizedUpdate.cs
public class AIControllerWithOptimizedUpdate : MonoBehaviour
{
    private State currentState;
    private float updateInterval = 0.2f;
    private float nextUpdateTime;

    private void Update()
    {
        if (Time.time >= nextUpdateTime)
        {
            nextUpdateTime = Time.time + updateInterval;
            PerformAIUpdate();
        }
    }

    private void PerformAIUpdate()
    {
        if (currentState != null)
        {
            currentState.Execute();
        }
    }

    public void ChangeState(State newState)
    {
        if (currentState != null)
        {
            currentState.Exit();
        }
        currentState = newState;
        currentState.Enter();
    }
}
使用多线程

多线程可以显著提高性能,特别是在处理复杂的AI逻辑时。我们可以使用C#的Task并行库来实现多线程。

// AIControllerWithMultithreading.cs
using System.Threading.Tasks;

public class AIControllerWithMultithreading : MonoBehaviour
{
    private State currentState;
    private bool isUpdating;

    private void Update()
    {
        if (!isUpdating)
        {
            isUpdating = true;
            Task.Run(() => PerformAIUpdate());
        }
    }

    private void PerformAIUpdate()
    {
        if (currentState != null)
        {
            currentState.Execute();
        }
        isUpdating = false;
    }

    public void ChangeState(State newState)
    {
        if (currentState != null)
        {
            currentState.Exit();
        }
        currentState = newState;
        currentState.Enter();
    }
}

12. 事件系统

为了提高系统的可扩展性和解耦性,我们可以引入事件系统。事件系统可以让不同模块之间通过事件进行通信,而不需要直接引用。

事件系统实现
// EventManager.cs
using System;
using System.Collections.Generic;

public static class EventManager
{
    private static Dictionary<string, Action> eventDictionary = new Dictionary<string, Action>();

    public static void StartListening(string eventName, Action listener)
    {
        if (eventDictionary.TryGetValue(eventName, out Action thisEvent))
        {
            thisEvent += listener;
            eventDictionary[eventName] = thisEvent;
        }
        else
        {
            thisEvent += listener;
            eventDictionary.Add(eventName, thisEvent);
        }
    }

    public static void StopListening(string eventName, Action listener)
    {
        if (eventDictionary.TryGetValue(eventName, out Action thisEvent))
        {
            thisEvent -= listener;
            eventDictionary[eventName] = thisEvent;
        }
    }

    public static void TriggerEvent(string eventName)
    {
        if (eventDictionary.TryGetValue(eventName, out Action thisEvent))
        {
            thisEvent.Invoke();
        }
    }
}
使用事件系统
// AIControllerWithEvents.cs
public class AIControllerWithEvents : MonoBehaviour
{
    private State currentState;

    private void OnEnable()
    {
        EventManager.StartListening("PlayerDetected", OnPlayerDetected);
    }

    private void OnDisable()
    {
        EventManager.StopListening("PlayerDetected", OnPlayerDetected);
    }

    private void OnPlayerDetected()
    {
        ChangeState(new ChaseState(this));
    }

    public void ChangeState(State newState)
    {
        if (currentState != null)
        {
            currentState.Exit();
        }
        currentState = newState;
        currentState.Enter();
    }

    private void Update()
    {
        if (currentState != null)
        {
            currentState.Execute();
        }
    }
}

总结

通过以上步骤,我们实现了一个高扩展、高性能、高可配置的基于Unity引擎的商业化游戏PVE怪物AI系统。我们采用了模块化设计,使用状态机和行为树实现了复杂的AI逻辑,并通过路径规划、配置管理、性能优化和事件系统等手段提高了AI系统的性能和可配置性。

实际的商业化游戏AI可能会更加复杂,需要根据具体需求进行进一步的设计和优化。如果你有更多具体的问题或需要进一步的帮助,请随时告诉我。

好的,我们继续深入探讨和实现一些更高级的功能和优化,以确保我们的AI系统在实际应用中更加高效和灵活。

7. 高级感知系统

为了让AI更智能,我们可以实现一个更复杂的感知系统,包括视野、听觉和环境感知。

视野感知
// VisionSensor.cs
using UnityEngine;

public class VisionSensor : MonoBehaviour
{
    public float visionRange = 10f;
    public float visionAngle = 120f;
    public LayerMask targetMask;
    public LayerMask obstacleMask;

    public bool CanSeeTarget(Transform target)
    {
        Vector3 directionToTarget = (target.position - transform.position).normalized;
        if (Vector3.Angle(transform.forward, directionToTarget) < visionAngle / 2)
        {
            float distanceToTarget = Vector3.Distance(transform.position, target.position);
            if (!Physics.Raycast(transform.position, directionToTarget, distanceToTarget, obstacleMask))
            {
                return true;
            }
        }
        return false;
    }
}
听觉感知
// HearingSensor.cs
using UnityEngine;

public class HearingSensor : MonoBehaviour
{
    public float hearingRange = 15f;

    public bool CanHearTarget(Transform target)
    {
        float distanceToTarget = Vector3.Distance(transform.position, target.position);
        return distanceToTarget <= hearingRange;
    }
}
环境感知
// EnvironmentSensor.cs
using UnityEngine;

public class EnvironmentSensor : MonoBehaviour
{
    public LayerMask environmentMask;

    public bool IsNearObstacle()
    {
        return Physics.CheckSphere(transform.position, 1f, environmentMask);
    }
}

8. 高级决策系统

我们可以使用决策树或强化学习等方法来实现更高级的决策系统。

决策树
// DecisionTreeNode.cs
public abstract class DecisionTreeNode
{
    public abstract DecisionTreeNode MakeDecision();
}

// Decision.cs
public class Decision : DecisionTreeNode
{
    private DecisionTreeNode trueNode;
    private DecisionTreeNode falseNode;
    private System.Func<bool> decision;

    public Decision(System.Func<bool> decision, DecisionTreeNode trueNode, DecisionTreeNode falseNode)
    {
        this.decision = decision;
        this.trueNode = trueNode;
        this.falseNode = falseNode;
    }

    public override DecisionTreeNode MakeDecision()
    {
        return decision() ? trueNode : falseNode;
    }
}

// ActionNode.cs
public class ActionNode : DecisionTreeNode
{
    private System.Action action;

    public ActionNode(System.Action action)
    {
        this.action = action;
    }

    public override DecisionTreeNode MakeDecision()
    {
        action();
        return this;
    }
}

// AIControllerWithDecisionTree.cs
public class AIControllerWithDecisionTree : MonoBehaviour
{
    private DecisionTreeNode rootNode;

    private void Start()
    {
        rootNode = new Decision(
            CanSeePlayer,
            new ActionNode(ChasePlayer),
            new ActionNode(Patrol)
        );
    }

    private void Update()
    {
        rootNode = rootNode.MakeDecision();
    }

    private bool CanSeePlayer()
    {
        // 实现感知玩家的逻辑
        return false;
    }

    private void ChasePlayer()
    {
        // 实现追击玩家的逻辑
    }

    private void Patrol()
    {
        // 实现巡逻逻辑
    }
}

9. 高级行为系统

我们可以使用行为树来实现更复杂的行为逻辑。

行为树节点
// RepeatUntilFail.cs
public class RepeatUntilFail : Node
{
    private Node node;

    public RepeatUntilFail(Node node)
    {
        this.node = node;
    }

    public override NodeState Evaluate()
    {
        while (node.Evaluate() != NodeState.FAILURE)
        {
            return NodeState.RUNNING;
        }
        return NodeState.FAILURE;
    }
}

// Inverter.cs
public class Inverter : Node
{
    private Node node;

    public Inverter(Node node)
    {
        this.node = node;
    }

    public override NodeState Evaluate()
    {
        switch (node.Evaluate())
        {
            case NodeState.FAILURE:
                return NodeState.SUCCESS;
            case NodeState.SUCCESS:
                return NodeState.FAILURE;
            case NodeState.RUNNING:
                return NodeState.RUNNING;
            default:
                return NodeState.FAILURE;
        }
    }
}
复杂行为树
// AIControllerWithComplexBT.cs
public class AIControllerWithComplexBT : MonoBehaviour
{
    private Node rootNode;

    private void Start()
    {
        rootNode = new Selector(new List<Node>
        {
            new Sequence(new List<Node>
            {
                new TaskNode(CanSeePlayer),
                new RepeatUntilFail(new TaskNode(ChasePlayer))
            }),
            new TaskNode(Patrol)
        });
    }

    private void Update()
    {
        rootNode.Evaluate();
    }

    private NodeState CanSeePlayer()
    {
        // 实现感知玩家的逻辑
        return NodeState.SUCCESS;
    }

    private NodeState ChasePlayer()
    {
        // 实现追击玩家的逻辑
        return NodeState.RUNNING;
    }

    private NodeState Patrol()
    {
        // 实现巡逻逻辑
        return NodeState.RUNNING;
    }
}

10. 高级路径规划

我们可以使用A*算法或其他高级路径规划算法来替代NavMesh。

A*算法
// AStarPathfinding.cs
using System.Collections.Generic;
using UnityEngine;

public class AStarPathfinding
{
    public List<Vector3> FindPath(Vector3 start, Vector3 goal)
    {
        // 实现A*算法
        return new List<Vector3>();
    }
}
使用A*算法
// AIControllerWithAStar.cs
public class AIControllerWithAStar : MonoBehaviour
{
    private AStarPathfinding pathfinding;
    private List<Vector3> path;
    private int currentPathIndex;

    private void Start()
    {
        pathfinding = new AStarPathfinding();
    }

    private void Update()
    {
        if (CanSeePlayer())
        {
            path = pathfinding.FindPath(transform.position, GetPlayerPosition());
            currentPathIndex = 0;
        }

        if (path != null && currentPathIndex < path.Count)
        {
            MoveTowards(path[currentPathIndex]);
            if (Vector3.Distance(transform.position, path[currentPathIndex]) < 0.1f)
            {
                currentPathIndex++;
            }
        }
    }

    private bool CanSeePlayer()
    {
        // 实现感知玩家的逻辑
        return false;
    }

    private Vector3 GetPlayerPosition()
    {
        // 获取玩家位置
        return Vector3.zero;
    }

    private void MoveTowards(Vector3 target)
    {
        // 移动到目标位置
    }
}

11. 高级配置管理

我们可以使用JSON或XML文件来管理AI的配置,以便于动态加载和修改。

JSON配置
// AIConfigManager.cs
using System.IO;
using UnityEngine;

public class AIConfigManager : MonoBehaviour
{
    public string configFilePath = "AIConfig.json";
    public AIConfig config;

    private void Start()
    {
        LoadConfig();
    }

    private void LoadConfig()
    {
        string json = File.ReadAllText(configFilePath);
        config = JsonUtility.FromJson<AIConfig>(json);
    }
}

12. 高级性能优化

我们可以使用多线程或Job System来进一步优化性能。

多线程
// AIControllerWithMultithreading.cs
using System.Threading;
using UnityEngine;

public class AIControllerWithMultithreading : MonoBehaviour
{
    private Thread aiThread;
    private bool isRunning = true;

    private void Start()
    {
        aiThread = new Thread(AIUpdate);
        aiThread.Start();
    }

    private void AIUpdate()
    {
        while (isRunning)
        {
            // 执行AI逻辑
            Thread.Sleep(100);
        }
    }

    private void OnDestroy()
    {
        isRunning = false;
        aiThread.Join();
    }
}
Job System
// AIControllerWithJobs.cs
using Unity.Jobs;
using UnityEngine;

public class AIControllerWithJobs : MonoBehaviour
{
    private void Update()
    {
        AIJob aiJob = new AIJob();
        JobHandle jobHandle = aiJob.Schedule();
        jobHandle.Complete();
    }

    private struct AIJob : IJob
    {
        public void Execute()
        {
            // 执行AI逻辑
        }
    }
}

总结

通过以上步骤,我们实现了一个更加复杂和高级的AI系统,包括高级感知系统、决策系统、行为系统、路径规划、配置管理和性能优化。这个系统具有高扩展性、高性能和高可配置性,适用于商业化游戏的PVE怪物AI。

实际应用中,你可能需要根据具体需求进行进一步的调整和优化。如果你有更多具体的问题或需要进一步的帮助,请随时告诉我。

好的,我们继续深入探讨和实现更多高级功能和优化,以确保我们的AI系统在实际应用中更加高效和灵活。

13. 高级学习系统

为了让AI具备自我学习和适应能力,我们可以引入强化学习(Reinforcement Learning, RL)或神经网络(Neural Networks)等技术。

强化学习

强化学习是一种通过与环境交互来学习策略的机器学习方法。我们可以使用Unity的ML-Agents工具包来实现强化学习。

安装ML-Agents

首先,确保你已经安装了Unity的ML-Agents工具包。你可以通过Unity的Package Manager来安装它。

配置ML-Agents

创建一个新的ML-Agents配置文件,例如config.yaml

behaviors:
  MyAgent:
    trainer_type: ppo
    hyperparameters:
      batch_size: 64
      buffer_size: 2048
      learning_rate: 0.0003
    network_settings:
      num_layers: 2
      hidden_units: 128
    reward_signals:
      extrinsic:
        gamma: 0.99
        strength: 1.0
    max_steps: 500000
    time_horizon: 64
    summary_freq: 10000
创建Agent脚本

创建一个新的C#脚本,例如MyAgent.cs,并继承自Agent类:

// MyAgent.cs
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using UnityEngine;

public class MyAgent : Agent
{
    public Transform target;

    public override void Initialize()
    {
        // 初始化
    }

    public override void OnEpisodeBegin()
    {
        // 每个回合开始时的初始化
        transform.localPosition = Vector3.zero;
        target.localPosition = new Vector3(Random.Range(-5f, 5f), 0, Random.Range(-5f, 5f));
    }

    public override void CollectObservations(VectorSensor sensor)
    {
        // 收集观察数据
        sensor.AddObservation(transform.localPosition);
        sensor.AddObservation(target.localPosition);
    }

    public override void OnActionReceived(ActionBuffers actions)
    {
        // 执行动作
        float moveX = actions.ContinuousActions[0];
        float moveZ = actions.ContinuousActions[1];
        transform.localPosition += new Vector3(moveX, 0, moveZ) * Time.deltaTime;

        // 奖励和惩罚
        float distanceToTarget = Vector3.Distance(transform.localPosition, target.localPosition);
        if (distanceToTarget < 1.5f)
        {
            SetReward(1.0f);
            EndEpisode();
        }
        else
        {
            SetReward(-0.01f);
        }
    }

    public override void Heuristic(in ActionBuffers actionsOut)
    {
        // 手动控制
        var continuousActions = actionsOut.ContinuousActions;
        continuousActions[0] = Input.GetAxis("Horizontal");
        continuousActions[1] = Input.GetAxis("Vertical");
    }
}
训练Agent

在Unity中运行训练:

mlagents-learn config.yaml --run-id=MyFirstRun
神经网络

我们可以使用TensorFlow或PyTorch等深度学习框架来训练神经网络模型,并将其集成到Unity中。

使用TensorFlow训练模型

首先,确保你已经安装了TensorFlow。然后,创建一个简单的神经网络模型:

# train_model.py
import tensorflow as tf
from tensorflow.keras.models import Sequential
from tensorflow.keras.layers import Dense
import numpy as np

# 创建数据集
data = np.random.rand(1000, 2)
labels = np.random.randint(2, size=(1000, 1))

# 创建模型
model = Sequential([
    Dense(64, activation='relu', input_shape=(2,)),
    Dense(64, activation='relu'),
    Dense(1, activation='sigmoid')
])

# 编译模型
model.compile(optimizer='adam', loss='binary_crossentropy', metrics=['accuracy'])

# 训练模型
model.fit(data, labels, epochs=10)

# 保存模型
model.save('my_model.h5')
在Unity中加载模型

使用TensorFlowSharp或Barracuda等库在Unity中加载和使用模型:

// MyNeuralNetworkAgent.cs
using UnityEngine;
using TensorFlow;

public class MyNeuralNetworkAgent : MonoBehaviour
{
    private TFGraph graph;
    private TFSession session;

    private void Start()
    {
        // 加载模型
        graph = new TFGraph();
        var model = File.ReadAllBytes("my_model.pb");
        graph.Import(model);
        session = new TFSession(graph);
    }

    private void Update()
    {
        // 获取输入数据
        float[] inputData = GetInputData();

        // 创建Tensor
        var inputTensor = new TFTensor(inputData);

        // 运行模型
        var runner = session.GetRunner();
        runner.AddInput(graph["input"][0], inputTensor);
        runner.Fetch(graph["output"][0]);
        var output = runner.Run();

        // 获取输出数据
        float[] outputData = ((float[][])output[0].GetValue(jagged: true))[0];

        // 执行动作
        PerformAction(outputData);
    }

    private float[] GetInputData()
    {
        // 获取输入数据的逻辑
        return new float[] { 0.0f, 0.0f };
    }

    private void PerformAction(float[] outputData)
    {
        // 执行动作的逻辑
    }
}

14. 高级调试和监控

为了更好地调试和监控AI的行为,我们可以使用一些工具和技术来记录和分析AI的行为数据。

日志记录

我们可以使用Unity的日志系统来记录AI的行为数据:

// AIControllerWithLogging.cs
using UnityEngine;

public class AIControllerWithLogging : MonoBehaviour
{
    private void Update()
    {
        // 执行AI逻辑
        LogBehavior();
    }

    private void LogBehavior()
    {
        // 记录行为数据
        Debug.Log("AI行为数据: " + GetBehaviorData());
    }

    private string GetBehaviorData()
    {
        // 获取行为数据的逻辑
        return "行为数据";
    }
}
可视化工具

我们可以使用Unity的Gizmos来可视化AI的行为和路径:

// AIControllerWithGizmos.cs
using UnityEngine;

public class AIControllerWithGizmos : MonoBehaviour
{
    private void OnDrawGizmos()
    {
        // 绘制路径
        Gizmos.color = Color.red;
        Gizmos.DrawLine(transform.position, GetTargetPosition());
    }

    private Vector3 GetTargetPosition()
    {
        // 获取目标位置的逻辑
        return Vector3.zero;
    }
}

15. 高级协作和竞争

为了让AI能够与其他AI或玩家进行协作或竞争,我们可以实现一些高级的多智能体系统。

多智能体协作

我们可以使用Unity的ML-Agents工具包来实现多智能体协作:

// CooperativeAgent.cs
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using UnityEngine;

public class CooperativeAgent : Agent
{
    public Transform target;
    public CooperativeAgent teammate;

    public override void Initialize()
    {
        // 初始化
    }

    public override void OnEpisodeBegin()
    {
        // 每个回合开始时的初始化
        transform.localPosition = Vector3.zero;
        target.localPosition = new Vector3(Random.Range(-5f, 5f), 0, Random.Range(-5f, 5f));
    }

    public override void CollectObservations(VectorSensor sensor)
    {
        // 收集观察数据
        sensor.AddObservation(transform.localPosition);
        sensor.AddObservation(target.localPosition);
        sensor.AddObservation(teammate.transform.localPosition);
    }

    public override void OnActionReceived(ActionBuffers actions)
    {
        // 执行动作
        float moveX = actions.ContinuousActions[0];
        float moveZ = actions.ContinuousActions[1];
        transform.localPosition += new Vector3(moveX, 0, moveZ) * Time.deltaTime;

        // 奖励和惩罚
        float distanceToTarget = Vector3.Distance(transform.localPosition, target.localPosition);
        if (distanceToTarget < 1.5f)
        {
            SetReward(1.0f);
            teammate.SetReward(1.0f);
            EndEpisode();
            teammate.EndEpisode();
        }
        else
        {
            SetReward(-0.01f);
        }
    }

    public override void Heuristic(in ActionBuffers actionsOut)
    {
        // 手动控制
        var continuousActions = actionsOut.ContinuousActions;
        continuousActions[0] = Input.GetAxis("Horizontal");
        continuousActions[1] = Input.GetAxis("Vertical");
    }
}
多智能体竞争

我们可以使用类似的方法来实现多智能体竞争:

// CompetitiveAgent.cs
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using UnityEngine;

public class CompetitiveAgent : Agent
{
    public Transform target;
    public CompetitiveAgent opponent;

    public override void Initialize()
    {
        // 初始化
    }

    public override void OnEpisodeBegin()
    {
        // 每个回合开始时的初始化
        transform.localPosition = Vector3.zero;
        target.localPosition = new Vector3(Random.Range(-5f, 5f), 0, Random.Range(-5f, 5f));
    }

    public override void CollectObservations(VectorSensor sensor)
    {
        // 收集观察数据
        sensor.AddObservation(transform.localPosition);
        sensor.AddObservation(target.localPosition);
        sensor.AddObservation(opponent.transform.localPosition);
    }

    public override void OnActionReceived(ActionBuffers actions)
    {
        // 执行动作
        float moveX = actions.ContinuousActions[0];
        float moveZ = actions.ContinuousActions[1];
        transform.localPosition += new Vector3(moveX, 0, moveZ) * Time.deltaTime;

        // 奖励和惩罚
        float distanceToTarget = Vector3.Distance(transform.localPosition, target.localPosition);
        if (distanceToTarget < 1.5f)
        {
            SetReward(1.0f);
            opponent.SetReward(-1.0f);
            EndEpisode();
            opponent.EndEpisode();
        }
        else
        {
            SetReward(-0.01f);
        }
    }

    public override void Heuristic(in ActionBuffers actionsOut)
    {
        // 手动控制
        var continuousActions = actionsOut.ContinuousActions;
        continuousActions[0] = Input.GetAxis("Horizontal");
        continuousActions[1] = Input.GetAxis("Vertical");
    }
}

总结

通过以上步骤,我们进一步增强了AI系统的功能,包括高级学习系统、调试和监控、多智能体协作和竞争等。这些功能使得AI系统更加智能、灵活和可扩展,适用于各种复杂的游戏场景和应用。

如果你有更多具体的问题或需要进一步的帮助,请随时告诉我。

好的,我们继续深入探讨更多高级功能和优化,以确保我们的AI系统在实际应用中更加高效和灵活。

16. 高级路径规划

在复杂的游戏环境中,AI需要能够高效地规划路径,以避开障碍物并到达目标位置。我们可以使用A*算法、Dijkstra算法或NavMesh等技术来实现高级路径规划。

使用A*算法

A*算法是一种广泛使用的路径规划算法,能够在图中找到从起点到终点的最短路径。

实现A*算法

首先,我们需要定义节点和网格:

// Node.cs
public class Node
{
    public bool walkable;
    public Vector3 worldPosition;
    public int gridX;
    public int gridY;
    public int gCost;
    public int hCost;
    public Node parent;

    public Node(bool walkable, Vector3 worldPosition, int gridX, int gridY)
    {
        this.walkable = walkable;
        this.worldPosition = worldPosition;
        this.gridX = gridX;
        this.gridY = gridY;
    }

    public int fCost
    {
        get { return gCost + hCost; }
    }
}

接下来,创建网格:

// Grid.cs
using UnityEngine;

public class Grid : MonoBehaviour
{
    public LayerMask unwalkableMask;
    public Vector2 gridWorldSize;
    public float nodeRadius;
    Node[,] grid;

    float nodeDiameter;
    int gridSizeX, gridSizeY;

    void Start()
    {
        nodeDiameter = nodeRadius * 2;
        gridSizeX = Mathf.RoundToInt(gridWorldSize.x / nodeDiameter);
        gridSizeY = Mathf.RoundToInt(gridWorldSize.y / nodeDiameter);
        CreateGrid();
    }

    void CreateGrid()
    {
        grid = new Node[gridSizeX, gridSizeY];
        Vector3 worldBottomLeft = transform.position - Vector3.right * gridWorldSize.x / 2 - Vector3.forward * gridWorldSize.y / 2;

        for (int x = 0; x < gridSizeX; x++)
        {
            for (int y = 0; y < gridSizeY; y++)
            {
                Vector3 worldPoint = worldBottomLeft + Vector3.right * (x * nodeDiameter + nodeRadius) + Vector3.forward * (y * nodeDiameter + nodeRadius);
                bool walkable = !(Physics.CheckSphere(worldPoint, nodeRadius, unwalkableMask));
                grid[x, y] = new Node(walkable, worldPoint, x, y);
            }
        }
    }

    public Node NodeFromWorldPoint(Vector3 worldPosition)
    {
        float percentX = (worldPosition.x + gridWorldSize.x / 2) / gridWorldSize.x;
        float percentY = (worldPosition.z + gridWorldSize.y / 2) / gridWorldSize.y;
        percentX = Mathf.Clamp01(percentX);
        percentY = Mathf.Clamp01(percentY);

        int x = Mathf.RoundToInt((gridSizeX - 1) * percentX);
        int y = Mathf.RoundToInt((gridSizeY - 1) * percentY);
        return grid[x, y];
    }

    public List<Node> GetNeighbours(Node node)
    {
        List<Node> neighbours = new List<Node>();

        for (int x = -1; x <= 1; x++)
        {
            for (int y = -1; y <= 1; y++)
            {
                if (x == 0 && y == 0)
                    continue;

                int checkX = node.gridX + x;
                int checkY = node.gridY + y;

                if (checkX >= 0 && checkX < gridSizeX && checkY >= 0 && checkY < gridSizeY)
                {
                    neighbours.Add(grid[checkX, checkY]);
                }
            }
        }

        return neighbours;
    }
}

最后,实现A*算法:

// Pathfinding.cs
using System.Collections.Generic;
using UnityEngine;

public class Pathfinding : MonoBehaviour
{
    public Transform seeker, target;
    Grid grid;

    void Awake()
    {
        grid = GetComponent<Grid>();
    }

    void Update()
    {
        FindPath(seeker.position, target.position);
    }

    void FindPath(Vector3 startPos, Vector3 targetPos)
    {
        Node startNode = grid.NodeFromWorldPoint(startPos);
        Node targetNode = grid.NodeFromWorldPoint(targetPos);

        List<Node> openSet = new List<Node>();
        HashSet<Node> closedSet = new HashSet<Node>();
        openSet.Add(startNode);

        while (openSet.Count > 0)
        {
            Node currentNode = openSet[0];
            for (int i = 1; i < openSet.Count; i++)
            {
                if (openSet[i].fCost < currentNode.fCost || openSet[i].fCost == currentNode.fCost && openSet[i].hCost < currentNode.hCost)
                {
                    currentNode = openSet[i];
                }
            }

            openSet.Remove(currentNode);
            closedSet.Add(currentNode);

            if (currentNode == targetNode)
            {
                RetracePath(startNode, targetNode);
                return;
            }

            foreach (Node neighbour in grid.GetNeighbours(currentNode))
            {
                if (!neighbour.walkable || closedSet.Contains(neighbour))
                {
                    continue;
                }

                int newMovementCostToNeighbour = currentNode.gCost + GetDistance(currentNode, neighbour);
                if (newMovementCostToNeighbour < neighbour.gCost || !openSet.Contains(neighbour))
                {
                    neighbour.gCost = newMovementCostToNeighbour;
                    neighbour.hCost = GetDistance(neighbour, targetNode);
                    neighbour.parent = currentNode;

                    if (!openSet.Contains(neighbour))
                        openSet.Add(neighbour);
                }
            }
        }
    }

    void RetracePath(Node startNode, Node endNode)
    {
        List<Node> path = new List<Node>();
        Node currentNode = endNode;

        while (currentNode != startNode)
        {
            path.Add(currentNode);
            currentNode = currentNode.parent;
        }
        path.Reverse();

        grid.path = path;
    }

    int GetDistance(Node nodeA, Node nodeB)
    {
        int dstX = Mathf.Abs(nodeA.gridX - nodeB.gridX);
        int dstY = Mathf.Abs(nodeA.gridY - nodeB.gridY);

        if (dstX > dstY)
            return 14 * dstY + 10 * (dstX - dstY);
        return 14 * dstX + 10 * (dstY - dstX);
    }
}
使用NavMesh

Unity的NavMesh系统是一个强大的工具,可以用于实现复杂的路径规划和导航。

创建NavMesh
  1. 在Unity中,选择Window > AI > Navigation打开导航窗口。
  2. 在导航窗口中,选择Bake选项卡,然后点击Bake按钮生成NavMesh。
使用NavMeshAgent

创建一个新的C#脚本,例如NavMeshAgentController.cs

// NavMeshAgentController.cs
using UnityEngine;
using UnityEngine.AI;

public class NavMeshAgentController : MonoBehaviour
{
    public Transform target;
    private NavMeshAgent agent;

    void Start()
    {
        agent = GetComponent<NavMeshAgent>();
    }

    void Update()
    {
        agent.SetDestination(target.position);
    }
}

将该脚本附加到你的AI角色上,并确保角色上有一个NavMeshAgent组件。

17. 高级行为树

行为树(Behavior Tree)是一种用于控制AI行为的结构化方法。它由一系列节点组成,每个节点代表一个行为或决策。

实现行为树

首先,定义行为树的节点:

// BTNode.cs
public abstract class BTNode
{
    public abstract bool Execute();
}

接下来,定义选择节点和序列节点:

// SelectorNode.cs
using System.Collections.Generic;

public class SelectorNode : BTNode
{
    private List<BTNode> nodes = new List<BTNode>();

    public void AddNode(BTNode node)
    {
        nodes.Add(node);
    }

    public override bool Execute()
    {
        foreach (BTNode node in nodes)
        {
            if (node.Execute())
            {
                return true;
            }
        }
        return false;
    }
}

// SequenceNode.cs
using System.Collections.Generic;

public class SequenceNode : BTNode
{
    private List<BTNode> nodes = new List<BTNode>();

    public void AddNode(BTNode node)
    {
        nodes.Add(node);
    }

    public override bool Execute()
    {
        foreach (BTNode node in nodes)
        {
            if (!node.Execute())
            {
                return false;
            }
        }
        return true;
    }
}

最后,定义具体的行为节点:

// MoveToTargetNode.cs
using UnityEngine;
using UnityEngine.AI;

public class MoveToTargetNode : BTNode
{
    private NavMeshAgent agent;
    private Transform target;

    public MoveToTargetNode(NavMeshAgent agent, Transform target)
    {
        this.agent = agent;
        this.target = target;
    }

    public override bool Execute()
    {
        agent.SetDestination(target.position);
        return true;
    }
}

// IsTargetInRangeNode.cs
using UnityEngine;

public class IsTargetInRangeNode : BTNode
{
    private Transform agent;
    private Transform target;
    private float range;

    public IsTargetInRangeNode(Transform agent, Transform target, float range)
    {
        this.agent = agent;
        this.target = target;
        this.range = range;
    }

    public override bool Execute()
    {
        return Vector3.Distance(agent.position, target.position) <= range;
    }
}
使用行为树

创建一个新的C#脚本,例如AIBehaviorTree.cs,并构建行为树:

// AIBehaviorTree.cs
using UnityEngine;
using UnityEngine.AI;

public class AIBehaviorTree : MonoBehaviour
{
    private BTNode rootNode;
    public Transform target;
    private NavMeshAgent agent;

    void Start()
    {
        agent = GetComponent<NavMeshAgent>();

        // 构建行为树
        rootNode = new SelectorNode();
        SequenceNode sequenceNode = new SequenceNode();
        sequenceNode.AddNode(new IsTargetInRangeNode(transform, target, 5.0f));
        sequenceNode.AddNode(new MoveToTargetNode(agent, target));
        ((SelectorNode)rootNode).AddNode(sequenceNode);
    }

    void Update()
    {
        rootNode.Execute();
    }
}

18. 高级感知系统

为了让AI能够感知环境中的变化,我们可以实现一个高级感知系统,包括视觉、听觉和触觉等感知能力。

视觉感知

我们可以使用射线投射(Raycasting)来实现视觉感知:

// VisionSensor.cs
using UnityEngine;

public class VisionSensor : MonoBehaviour
{
    public float viewDistance = 10.0f;
    public float viewAngle = 45.0f;
    public LayerMask targetMask;
    public LayerMask obstacleMask;

    public bool CanSeeTarget(Transform target)
    {
        Vector3 directionToTarget = (target.position - transform.position).normalized;
        if (Vector3.Angle(transform.forward, directionToTarget) < viewAngle / 2)
        {
            float distanceToTarget = Vector3.Distance(transform.position, target.position);
            if (!Physics.Raycast(transform.position, directionToTarget, distanceToTarget, obstacleMask))
            {
                return true;
            }
        }
        return false;
    }
}
听觉感知

我们可以使用距离检测来实现听觉感知:

// HearingSensor.cs
using UnityEngine;

public class HearingSensor : MonoBehaviour
{
    public float hearingRange = 10.0f;

    public bool CanHearTarget(Transform target)
    {
        float distanceToTarget = Vector3.Distance(transform.position, target.position);
        return distanceToTarget <= hearingRange;
    }
}
触觉感知

我们可以使用碰撞检测来实现触觉感知:

// TouchSensor.cs
using UnityEngine;

public class TouchSensor : MonoBehaviour
{
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.CompareTag("Player"))
        {
            Debug.Log("触碰到玩家!");
        }
    }
}

19. 高级决策系统

为了让AI能够做出更复杂的决策,我们可以实现一个高级决策系统,包括状态机(Finite State Machine, FSM)和决策树(Decision Tree)等。

状态机

状态机是一种用于控制AI行为的结构化方法,能够在不同状态之间进行切换。

实现状态机

首先,定义状态:

// State.cs
public abstract class State
{
    public abstract void Enter();
    public abstract void Execute();
    public abstract void Exit();
}

接下来,定义状态机:

// StateMachine.cs
using System.Collections.Generic;

public class StateMachine
{
    private State currentState;
    private Dictionary<string, State> states = new Dictionary<string, State>();

    public void AddState(string name, State state)
    {
        states[name] = state;
    }

    public void ChangeState(string name)
    {
        if (currentState != null)
        {
            currentState.Exit();
        }

        currentState = states[name];
        currentState.Enter();
    }

    public void Update()
    {
        if (currentState != null)
        {
            currentState.Execute();
        }
    }
}

最后,定义具体的状态:

// PatrolState.cs
using UnityEngine;

public class PatrolState : State
{
    private NavMeshAgent agent;
    private Transform[] waypoints;
    private int currentWaypointIndex;

    public PatrolState(NavMeshAgent agent, Transform[] waypoints)
    {
        this.agent = agent;
        this.waypoints = waypoints;
    }

    public override void Enter()
    {
        agent.SetDestination(waypoints[currentWaypointIndex].position);
    }

    public override void Execute()
    {
        if (agent.remainingDistance < agent.stoppingDistance)
        {
            currentWaypointIndex = (currentWaypointIndex + 1) % waypoints.Length;
            agent.SetDestination(waypoints[currentWaypointIndex].position);
        }
    }

    public override void Exit()
    {
        // 退出状态时的逻辑
    }
}

// ChaseState.cs
using UnityEngine;

public class ChaseState : State
{
    private NavMeshAgent agent;
    private Transform target;

    public ChaseState(NavMeshAgent agent, Transform target)
    {
        this.agent = agent;
        this.target = target;
    }

    public override void Enter()
    {
        agent.SetDestination(target.position);
    }

    public override void Execute()
    {
        agent.SetDestination(target.position);
    }

    public override void Exit()
    {
        // 退出状态时的逻辑
    }
}
使用状态机

创建一个新的C#脚本,例如AIStateMachine.cs,并构建状态机:

// AIStateMachine.cs
using UnityEngine;
using UnityEngine.AI;

public class AIStateMachine : MonoBehaviour
{
    private StateMachine stateMachine;
    public Transform[] waypoints;
    public Transform target;
    private NavMeshAgent agent;

    void Start()
    {
        agent = GetComponent<NavMeshAgent>();

        // 构建状态机
        stateMachine = new StateMachine();
        stateMachine.AddState("Patrol", new PatrolState(agent, waypoints));
        stateMachine.AddState("Chase", new ChaseState(agent, target));

        // 初始状态
        stateMachine.ChangeState("Patrol");
    }

    void Update()
    {
        stateMachine.Update();

        // 状态切换逻辑
        if (Vector3.Distance(transform.position, target.position) < 5.0f)
        {
            stateMachine.ChangeState("Chase");
        }
        else
        {
            stateMachine.ChangeState("Patrol");
        }
    }
}

20. 高级优化

为了确保AI系统在复杂场景中的高效运行,我们需要进行一些高级优化,包括性能优化和内存优化。

性能优化
  1. 减少更新频率:对于不需要每帧更新的逻辑,可以减少更新频率。例如,路径规划可以每隔几帧更新一次。

    // AIController.cs
    using UnityEngine;
    
    public class AIController : MonoBehaviour
    {
        private int updateInterval = 10;
        private int frameCount = 0;
    
        void Update()
        {
            frameCount++;
            if (frameCount % updateInterval == 0)
            {
                // 执行AI逻辑
            }
        }
    }
    
  2. 使用对象池:对于频繁创建和销毁的对象,可以使用对象池来减少内存分配和垃圾回收的开销。

    // ObjectPool.cs
    using System.Collections.Generic;
    using UnityEngine;
    
    public class ObjectPool : MonoBehaviour
    {
        public GameObject prefab;
        private Queue<GameObject> pool = new Queue<GameObject>();
    
        public GameObject GetObject()
        {
            if (pool.Count > 0)
            {
                GameObject obj = pool.Dequeue();
                obj.SetActive(true);
                return obj;
            }
            else
            {
                return Instantiate(prefab);
            }
        }
    
        public void ReturnObject(GameObject obj)
        {
            obj.SetActive(false);
            pool.Enqueue(obj);
        }
    }
    
  3. 使用多线程:对于一些耗时的计算,可以使用多线程来提高性能。例如,路径规划可以在后台线程中进行。

    // Pathfinding.cs
    using System.Threading;
    using UnityEngine;
    
    public class Pathfinding : MonoBehaviour
    {
        private Thread pathfindingThread;
    
        void Start()
        {
            pathfindingThread = new Thread(FindPath);
            pathfindingThread.Start();
        }
    
        void FindPath()
        {
            while (true)
            {
                // 执行路径规划逻辑
                Thread.Sleep(100);
            }
        }
    
    
    
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