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This commit is contained in:
42
Assets/Scripts/AI NPC/ChatBubble.cs
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42
Assets/Scripts/AI NPC/ChatBubble.cs
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@@ -0,0 +1,42 @@
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using UnityEngine;
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using TMPro;
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using PrimeTween;
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namespace Hallucinate.UI
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{
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public class ChatBubble : MonoBehaviour
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{
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[SerializeField] private TextMeshProUGUI textDisplay;
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[SerializeField] private CanvasGroup canvasGroup;
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[SerializeField] private RectTransform bubbleRect;
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private Transform mainCameraTransform;
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private void Awake()
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{
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mainCameraTransform = Camera.main.transform;
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canvasGroup.alpha = 0;
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gameObject.SetActive(false);
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}
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private void LateUpdate()
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{
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// Billboard effect
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transform.LookAt(transform.position + mainCameraTransform.rotation * Vector3.forward, mainCameraTransform.rotation * Vector3.up);
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}
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public void Show(string text, float duration = 4f)
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{
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gameObject.SetActive(true);
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textDisplay.text = text;
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// Animation using PrimeTween
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PrimeTween.Sequence.Create()
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.Group(Tween.Alpha(canvasGroup, 1f, 0.3f))
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.Group(Tween.Scale(bubbleRect, Vector3.zero, Vector3.one, 0.4f, Ease.OutBack))
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.Chain(Tween.Delay(duration))
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.Chain(Tween.Alpha(canvasGroup, 0f, 0.5f))
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.OnComplete(() => gameObject.SetActive(false));
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}
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}
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}
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2
Assets/Scripts/AI NPC/ChatBubble.cs.meta
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2
Assets/Scripts/AI NPC/ChatBubble.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ea510cea4b9ed1547ae4725a2ded949a
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@@ -34,6 +34,16 @@ public class EnemyAI : MonoBehaviour
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public string shootSound = "Enemy_Shoot";
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private bool hasSpottedPlayer; // Để chỉ kêu alert 1 lần
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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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private float nextShootTime;
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private NavMeshAgent agent;
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@@ -42,6 +52,7 @@ public class EnemyAI : MonoBehaviour
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private void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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chatBubble = GetComponentInChildren<Hallucinate.UI.ChatBubble>(true);
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agent.speed = moveSpeed;
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// Lưu lại vị trí ban đầu để làm tâm của khu vực tuần tra
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@@ -75,35 +86,69 @@ public class EnemyAI : MonoBehaviour
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private void InitBehaviorTree()
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{
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// Player có artifact -> focus + shoot
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// Ưu tiên 1: Player có artifact -> focus + shoot (Cao nhất)
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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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// Thấy player -> chạy tới
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// Ưu tiên 2: Thấy player -> rượt đuổi
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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(ActionMoveToPlayer)
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});
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// Không thấy ai -> Tuần tra bằng NavMesh
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// Ưu tiên 3: Gần NPC khác -> nói chuyện (Mới)
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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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// Ưu tiên cuối: Tuần tra
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var patrolNode = new TaskNode(ActionPatrol);
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behaviorTreeRoot = new Selector(new List<Node>
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{
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laserSequence,
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chaseSequence,
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talkSequence,
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patrolNode
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});
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}
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#region CONDITIONS
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private NodeState CheckCanTalkToNPC()
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{
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if (playerHasArtifact || hasSpottedPlayer) 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 CheckHasArtifact()
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{
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// Khi bị phát hiện hoặc player có artifact, ngắt lời ngay
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if (playerHasArtifact || hasSpottedPlayer) StopConversation();
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return playerHasArtifact ? NodeState.Success : NodeState.Failure;
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}
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@@ -119,11 +164,12 @@ public class EnemyAI : MonoBehaviour
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{
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hasSpottedPlayer = true;
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AudioManager.Instance?.Play(alertSound, position: transform.position);
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StopConversation(); // Ngắt hội thoại khi thấy player
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}
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return NodeState.Success;
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}
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hasSpottedPlayer = false; // Reset nếu player ra khỏi tầm mắt
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hasSpottedPlayer = false;
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return NodeState.Failure;
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}
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@@ -131,6 +177,78 @@ public class EnemyAI : MonoBehaviour
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#region ACTIONS
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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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// 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 (Tùy chọn: có thể thêm logic phản hồi ở đây)
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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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{
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transform.rotation = Quaternion.LookRotation(dir);
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}
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}
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private NodeState ActionPatrol()
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{
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// Debug.Log("Patrolling...");
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76
Assets/Scripts/AI NPC/GeminiService.cs
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76
Assets/Scripts/AI NPC/GeminiService.cs
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@@ -0,0 +1,76 @@
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using System;
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using System.Collections;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace Hallucinate.AI
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{
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[Serializable]
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public class Part { public string text; }
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[Serializable]
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public class Content { public Part[] parts; }
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[Serializable]
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public class Candidate { public Content content; }
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[Serializable]
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public class GeminiResponse { public Candidate[] candidates; }
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public class GeminiService : MonoBehaviour
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{
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public static GeminiService Instance { get; private set; }
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[SerializeField] private string apiKey = "AQ.Ab8RN6I2hU_p8yHiPNNHtWzYBiLugbPP22gC6lzTWaYEWj4v0g"; // Replace with your key
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[SerializeField] private string geminiURL = "https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent";
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private void Awake()
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{
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if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }
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else { Destroy(gameObject); }
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}
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public void GetResponse(string persona, string prompt, Action<string> onComplete)
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{
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StartCoroutine(PostRequest(persona, prompt, onComplete));
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}
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private IEnumerator PostRequest(string persona, string prompt, Action<string> onComplete)
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{
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var jsonBody = $@"{{
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""systemInstruction"": {{""parts"": [{{ ""text"": ""{persona}"" }}]}},
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""contents"": [{{""parts"": [{{ ""text"": ""{prompt}"" }}]}}]
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}}";
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var requestURL = $"{geminiURL}?key={apiKey}";
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using (var request = new UnityWebRequest(requestURL, "POST"))
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{
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byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);
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request.uploadHandler = new UploadHandlerRaw(bodyRaw);
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request.downloadHandler = new DownloadHandlerBuffer();
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request.SetRequestHeader("Content-Type", "application/json");
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yield return request.SendWebRequest();
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if (request.result == UnityWebRequest.Result.Success)
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{
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try
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{
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var response = JsonUtility.FromJson<GeminiResponse>(request.downloadHandler.text);
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if (response?.candidates != null && response.candidates.Length > 0)
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{
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onComplete?.Invoke(response.candidates[0].content.parts[0].text);
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}
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}
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catch (Exception e) { Debug.LogError($"[Gemini] JSON Parse Error: {e.Message}"); }
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}
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else
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{
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Debug.LogError($"[Gemini] API Error: {request.error}");
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}
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}
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}
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}
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}
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2
Assets/Scripts/AI NPC/GeminiService.cs.meta
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2
Assets/Scripts/AI NPC/GeminiService.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: a859fc8e9ec10a347a3704b6045ca7e8
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@@ -1,44 +1,13 @@
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using System;
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using System.Collections;
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using System.Text;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Networking;
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using System.Collections;
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using Hallucinate.Audio;
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[Serializable]
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public class Part
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{
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public string text;
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}
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[Serializable]
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public class Content
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{
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public Part[] parts;
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}
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[Serializable]
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public class Candidate
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{
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public Content content;
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}
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[Serializable]
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public class GeminiResponse
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{
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public Candidate[] candidates;
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}
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using Hallucinate.AI;
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public class GerminiNPC : MonoBehaviour
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{
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[SerializeField]
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private string apiKey = "AQ.Ab8RN6I2hU_p8yHiPNNHtWzYBiLugbPP22gC6lzTWaYEWj4v0g";
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[SerializeField]
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private string germiniURL =
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"https://generativelanguage.googleapis.com/v1beta/models/gemini-flash-latest:generateContent";
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public string npcPersona =
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private string npcPersona =
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"Ngươi là một lão thợ rèn cọc cằn tên là Tom, ngươi rất ghét những kẻ mang phế liệu đến tiệm của mình. Chỉ trả lời ngắn gọn trong 2 câu, theo phong cách trung cổ.";
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public string playerHeldItem = "Thanh kiếm rỉ sét";
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@@ -95,46 +64,17 @@ public class GerminiNPC : MonoBehaviour
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private IEnumerator GetGerminiReponse()
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{
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var jsonBody = $@"{{
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""systemInstruction"": {{""parts"": [{{ ""text"": ""{npcPersona}"" }}]}},
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""contents"": [{{""parts"": [{{ ""text"": ""Ta muốn bán cho ông món đồ này: {playerHeldItem}""}}]}}]
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}}";
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string prompt = $"Ta muốn bán cho ông món đồ này: {playerHeldItem}";
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Hallucinate.AI.GeminiService.Instance.GetResponse(npcPersona, prompt, (response) => {
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Debug.Log($"<color=green>Tom:</color> {response}");
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AudioManager.Instance?.Play(responseSound, position: transform.position);
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// Nếu có ChatBubble gắn kèm thì hiển thị luôn
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var bubble = GetComponentInChildren<Hallucinate.UI.ChatBubble>(true);
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if (bubble != null) bubble.Show(response);
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});
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// 1. Sửa tham số thành ?key= (trước đó là ?ket=)
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var requestURL = $"{germiniURL}?key={apiKey}";
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// 2. Sử dụng requestURL (có chứa key) thay vì germiniURL gốc
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using (var request = new UnityWebRequest(requestURL, "POST"))
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{
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var bodyRaw = Encoding.UTF8.GetBytes(jsonBody);
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request.uploadHandler = new UploadHandlerRaw(bodyRaw);
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request.downloadHandler = new DownloadHandlerBuffer();
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request.SetRequestHeader("Content-Type", "application/json");
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yield return request.SendWebRequest();
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if (request.result == UnityWebRequest.Result.ProtocolError || request.result == UnityWebRequest.Result.ConnectionError)
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{
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Debug.LogError($"[Gemini Error] {request.error} - Response: {request.downloadHandler.text}");
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}
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else
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{
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var responseTEXT = request.downloadHandler.text;
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try
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{
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var geminiResponse = JsonUtility.FromJson<GeminiResponse>(responseTEXT);
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if (geminiResponse != null && geminiResponse.candidates != null && geminiResponse.candidates.Length > 0)
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{
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var npcResponse = geminiResponse.candidates[0].content.parts[0].text;
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Debug.Log($"<color=green>Tom:</color> {npcResponse}");
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AudioManager.Instance?.Play(responseSound, position: transform.position);
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}
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}
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catch (Exception e)
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{
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Debug.LogError($"[JSON Parse Error] {e.Message}");
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}
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}
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}
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yield break;
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}
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}
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Reference in New Issue
Block a user