2026-06-05 14:10:16 +07:00
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using System.Collections;
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2026-05-30 17:41:31 +07:00
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using System.Collections.Generic;
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using UnityEngine;
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2026-06-05 17:16:11 +07:00
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using UnityEngine.AI;
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2026-05-30 17:41:31 +07:00
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2026-06-05 17:16:11 +07:00
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// Quy trình ưu tiên: Né đòn --> Bắn hạ (Artifact) --> Đuổi theo (Vector) --> Điều tra --> Đi tuần
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2026-06-05 14:10:16 +07:00
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[RequireComponent(typeof(NavMeshAgent))]
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(FieldOfView))]
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public class EnemyAI : MonoBehaviour
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{
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[Header("Tham chieu he thong")]
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public Transform player;
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private NavMeshAgent agent;
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private Rigidbody rb;
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private FieldOfView fov;
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[Header("Toc do & Di chuyen")]
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public float moveSpeed = 3f;
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public float rotateSpeed = 10f;
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[Header("He thong di tuan (Waypoints)")]
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public Transform[] patrolWaypoints;
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public int currentWaypointIndex = 0;
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public float patrolWaitTime = 2f;
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private float currentWaitTime = 0f;
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[Header("Trang thai Co vat")]
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public bool playerHasArtifact;
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[Header("Vu khi Laser")]
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public GameObject laserPrefab;
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public Transform firePoint;
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public float minShootDelay = 1f;
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public float maxShootDelay = 3f;
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private float nextShootTime;
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[Header("Co che Ne don (Vat ly)")]
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public float dodgeForce = 10f;
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public float dodgeDuration = 0.2f;
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public float dodgeCooldown = 1.2f;
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private bool isDodging = false;
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private float nextDodgeTime = 0f;
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[Header("Conversation")]
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public string npcName = "Guard";
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public string persona = "You are a grumpy guard protecting gold.";
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public float talkRange = 4f;
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public float talkCooldown = 30f;
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private float lastTalkTime;
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private bool isTalking;
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private EnemyAI talkingPartner;
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private Hallucinate.UI.ChatBubble chatBubble;
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public Node rootNode;
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void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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rb = GetComponent<Rigidbody>();
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fov = GetComponent<FieldOfView>();
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// Thiết lập Rigidbody chuẩn Unity 6 để sẵn sàng nhận lực né
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rb.isKinematic = true;
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rb.freezeRotation = true;
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if (player == null)
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{
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GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
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if (playerObj != null) player = playerObj.transform;
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}
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chatBubble = GetComponentInChildren<Hallucinate.UI.ChatBubble>(true);
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InitTree();
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}
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void InitTree()
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{
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// 1. Nhánh Né đòn (Khi player bấm chuột trái tấn công)
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var dodgeSequence = new Sequence(new List<Node>
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{
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new TaskNode(CheckDodgeConditions),
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new TaskNode(ActionDodge)
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});
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// 2. Nhánh Tấn công Laser (Khi player lấy được cổ vật)
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var laserSequence = new Sequence(new List<Node>
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{
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new TaskNode(CheckHasArtifact),
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new TaskNode(ActionFocusAndShoot)
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});
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// 3. Nhánh Đuổi theo (Sử dụng agent.Move di chuyển thẳng bằng Vector)
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var chaseSequence = new Sequence(new List<Node>
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{
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new TaskNode(CheckCanSeePlayer),
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new TaskNode(ActionChasePlayer)
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});
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// 4. Nhánh Điều tra (Khi mất dấu, đi kiểm tra vị trí cuối cùng)
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var investigateSequence = new Sequence(new List<Node>
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{
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new TaskNode(CheckHasInvestigateTarget),
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new TaskNode(ActionInvestigate)
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});
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var talkSequence = new Sequence(new List<Node>
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{
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new TaskNode(CheckCanTalkToNPC),
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new TaskNode(ActionTalk)
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});
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// 5. Nhánh Đi tuần mặc định
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var patrolAction = new TaskNode(ActionPatrol);
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// Xây dựng cây tổng hợp theo thứ tự ưu tiên từ trên xuống dưới
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rootNode = new Selector(new List<Node>
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{
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dodgeSequence,
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laserSequence,
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chaseSequence,
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investigateSequence,
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talkSequence,
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patrolAction
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});
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}
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void Update()
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{
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if (player == null) return;
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rootNode?.Evaluate();
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}
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#region CONDITIONS (CAC HAM KIEM TRA)
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private NodeState CheckDodgeConditions()
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{
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// Nếu đang trong quá trình né thì luôn cho phép chạy tiếp hành động né
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if (isDodging) return NodeState.Success;
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// Điều kiện kích hoạt né: Thấy player + Player nhấn chuột trái + Hết cooldown
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if (fov.canSeePlayer && Input.GetMouseButtonDown(0) && Time.time >= nextDodgeTime)
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{
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return NodeState.Success;
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}
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return NodeState.Failure;
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}
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private NodeState CheckHasArtifact()
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{
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if (playerHasArtifact) StopConversation();
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return playerHasArtifact ? NodeState.Success : NodeState.Failure;
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}
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private NodeState CheckCanSeePlayer()
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{
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return fov.canSeePlayer ? NodeState.Success : NodeState.Failure;
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}
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private NodeState CheckHasInvestigateTarget()
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{
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return fov.lastKnownPlayerPosition != Vector3.zero ? NodeState.Success : NodeState.Failure;
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}
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#endregion
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#region ACTIONS (CAC HAM HANH DONG)
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private NodeState ActionDodge()
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{
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if (!isDodging)
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{
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StartCoroutine(DodgeRollRoutine());
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nextDodgeTime = Time.time + dodgeCooldown;
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}
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return NodeState.Running;
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}
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private IEnumerator DodgeRollRoutine()
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{
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isDodging = true;
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agent.enabled = false; // Tắt định vị để nhường quyền cho Vật lý
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rb.isKinematic = false; // Bật chế độ vật lý động
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// Tính hướng né vuông góc với Player
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Vector3 directionToPlayer = (player.position - transform.position).normalized;
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Vector3 perpendicularDir = new Vector3(-directionToPlayer.z, 0, directionToPlayer.x);
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Vector3 dodgeDirection = (Random.Range(0, 2) == 0 ? perpendicularDir : -perpendicularDir).normalized;
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// Đẩy bằng lực Impulse vật lý thực tế
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rb.AddForce(dodgeDirection * dodgeForce, ForceMode.Impulse);
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yield return new WaitForSeconds(dodgeDuration);
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// Trả lại quyền cho NavMeshAgent sau khi né xong
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rb.linearVelocity = Vector3.zero; // Cú pháp chuẩn của Unity 6
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rb.isKinematic = true;
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agent.enabled = true;
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isDodging = false;
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}
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private NodeState ActionChasePlayer()
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{
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agent.isStopped = false;
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agent.speed = moveSpeed;
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// 1. Tính toán hướng đi thẳng tắp (Bỏ trục Y)
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Vector3 dir = player.position - transform.position;
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dir.y = 0f;
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dir.Normalize();
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// 2. Di chuyển tịnh tiến bằng Vector tích hợp qua Agent.Move
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Vector3 movement = dir * moveSpeed * Time.deltaTime;
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agent.Move(movement);
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// 3. Xoay mượt mà theo hướng di chuyển của Vector đúng ý bạn
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if (dir != Vector3.zero)
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{
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Quaternion targetRotation = Quaternion.LookRotation(dir);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotateSpeed * Time.deltaTime);
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}
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return NodeState.Running;
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}
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private NodeState CheckCanTalkToNPC()
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{
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if (playerHasArtifact || fov.canSeePlayer) return NodeState.Failure;
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if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;
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if (isTalking) return NodeState.Success;
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// Tìm NPC gần nhất
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Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);
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foreach (var hit in hitColliders)
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{
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if (hit.gameObject != gameObject && hit.CompareTag("Enemy"))
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{
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EnemyAI other = hit.GetComponent<EnemyAI>();
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if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)
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{
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talkingPartner = other;
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return NodeState.Success;
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}
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}
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}
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return NodeState.Failure;
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}
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private NodeState ActionTalk()
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{
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if (talkingPartner == null) return NodeState.Failure;
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if (!isTalking)
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{
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isTalking = true;
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agent.isStopped = true;
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// Xoay về phía bạn
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FaceTarget(talkingPartner.transform.position);
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// Bắt đầu hội thoại qua Gemini
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StartNPCConversation();
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}
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return NodeState.Running;
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}
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private void StartNPCConversation()
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{
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string prompt = $"You are {npcName}. You are talking to your fellow guard {talkingPartner.npcName}. " +
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"Keep it short (1 sentence). Topic: gold security or complaining about work.";
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Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => {
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if (chatBubble != null) chatBubble.Show(response);
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// Hẹn giờ kết thúc hội thoại
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Invoke(nameof(EndConversation), 5f);
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});
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2026-06-05 14:10:16 +07:00
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2026-06-05 17:16:11 +07:00
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// Thông báo cho bạn diễn cũng dừng lại để "nghe"
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talkingPartner.OnPartnerTalked(this);
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}
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public void OnPartnerTalked(EnemyAI partner)
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{
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isTalking = true;
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talkingPartner = partner;
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agent.isStopped = true;
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FaceTarget(partner.transform.position);
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// Chờ bạn nói xong mới phản hồi
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Invoke(nameof(EndConversation), 6f);
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}
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private void EndConversation()
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{
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isTalking = false;
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lastTalkTime = Time.time;
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if (agent != null) agent.isStopped = false;
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talkingPartner = null;
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}
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private void StopConversation()
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{
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if (!isTalking) return;
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CancelInvoke(nameof(EndConversation));
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EndConversation();
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if (chatBubble != null) chatBubble.Show("Suỵt! Có gì đó không ổn...", 2f);
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}
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private void FaceTarget(Vector3 targetPos)
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{
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Vector3 dir = targetPos - transform.position;
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dir.y = 0;
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if (dir != Vector3.zero)
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2026-06-05 14:10:16 +07:00
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{
|
2026-06-05 17:16:11 +07:00
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transform.rotation = Quaternion.LookRotation(dir);
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2026-06-05 14:10:16 +07:00
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}
|
2026-05-30 17:41:31 +07:00
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}
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|
2026-06-03 13:42:09 +07:00
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private NodeState ActionFocusAndShoot()
|
2026-05-30 17:41:31 +07:00
|
|
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{
|
2026-06-05 17:16:11 +07:00
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agent.isStopped = true; // Đứng im bắn cố định khi có cổ vật
|
2026-06-04 21:26:19 +07:00
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|
2026-06-05 17:16:11 +07:00
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// Tập trung xoay người nhìn về phía Player
|
2026-06-04 15:41:01 +07:00
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Vector3 dir = player.position - transform.position;
|
2026-06-03 13:42:09 +07:00
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dir.y = 0f;
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if (dir != Vector3.zero)
|
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|
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{
|
2026-06-04 15:41:01 +07:00
|
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Quaternion targetRotation = Quaternion.LookRotation(dir);
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|
|
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotateSpeed * Time.deltaTime);
|
2026-05-30 17:41:31 +07:00
|
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|
}
|
2026-06-03 13:42:09 +07:00
|
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|
2026-06-05 17:16:11 +07:00
|
|
|
// Cơ chế đếm ngược bắn Laser ngẫu nhiên giống code cũ của bạn
|
2026-06-03 13:42:09 +07:00
|
|
|
if (Time.time >= nextShootTime)
|
2026-05-30 17:41:31 +07:00
|
|
|
{
|
2026-06-03 13:42:09 +07:00
|
|
|
ShootLaser();
|
2026-06-04 15:41:01 +07:00
|
|
|
nextShootTime = Time.time + Random.Range(minShootDelay, maxShootDelay);
|
2026-05-30 17:41:31 +07:00
|
|
|
}
|
2026-06-03 13:42:09 +07:00
|
|
|
|
|
|
|
|
return NodeState.Running;
|
2026-05-30 17:41:31 +07:00
|
|
|
}
|
2026-06-03 13:42:09 +07:00
|
|
|
|
|
|
|
|
private void ShootLaser()
|
|
|
|
|
{
|
2026-06-04 15:41:01 +07:00
|
|
|
if (laserPrefab == null || firePoint == null) return;
|
|
|
|
|
Instantiate(laserPrefab, firePoint.position, firePoint.rotation);
|
2026-06-05 17:16:11 +07:00
|
|
|
Debug.Log("Laser Shot!");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private NodeState ActionInvestigate()
|
|
|
|
|
{
|
|
|
|
|
agent.isStopped = false;
|
|
|
|
|
agent.speed = moveSpeed * 0.7f;
|
|
|
|
|
agent.SetDestination(fov.lastKnownPlayerPosition);
|
|
|
|
|
|
|
|
|
|
// Đi tới vị trí cuối cùng nhìn thấy Player
|
|
|
|
|
if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance)
|
|
|
|
|
{
|
|
|
|
|
fov.lastKnownPlayerPosition = Vector3.zero; // Xóa vị trí nghi vấn để thoát trạng thái
|
|
|
|
|
return NodeState.Success;
|
|
|
|
|
}
|
|
|
|
|
return NodeState.Running;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private NodeState ActionPatrol()
|
|
|
|
|
{
|
|
|
|
|
if (patrolWaypoints == null || patrolWaypoints.Length == 0)
|
|
|
|
|
{
|
|
|
|
|
return NodeState.Failure;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
agent.isStopped = false;
|
|
|
|
|
agent.speed = moveSpeed * 0.5f; // Đi tuần chậm rãi
|
|
|
|
|
|
|
|
|
|
var targetWaypoint = patrolWaypoints[currentWaypointIndex];
|
|
|
|
|
var distanceToTarget = Vector3.Distance(transform.position, targetWaypoint.position);
|
|
|
|
|
|
|
|
|
|
// Nếu đã đến gần điểm tuần tra الحالي
|
|
|
|
|
if (distanceToTarget < 1f)
|
|
|
|
|
{
|
|
|
|
|
currentWaitTime += Time.deltaTime;
|
|
|
|
|
// Chờ một khoảng thời gian trước khi chuyển sang điểm tiếp theo
|
|
|
|
|
if (currentWaitTime >= patrolWaitTime)
|
|
|
|
|
{
|
|
|
|
|
currentWaypointIndex = (currentWaypointIndex + 1) % patrolWaypoints.Length;
|
|
|
|
|
currentWaitTime = 0f;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
agent.SetDestination(patrolWaypoints[currentWaypointIndex].position);
|
|
|
|
|
return NodeState.Running;
|
2026-06-03 13:42:09 +07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
2026-06-05 16:06:59 +07:00
|
|
|
}
|