This commit is contained in:
2026-06-05 16:00:04 +07:00
parent 887ed440f9
commit 5b44f9052e
4 changed files with 12791 additions and 12331 deletions

View File

@@ -37,6 +37,16 @@ public class EnemyAI : MonoBehaviour
public float maxShootDelay = 3f;
public float rotateSpeed = 50f;
[Header("Conversation")]
public string npcName = "Guard";
public string persona = "You are a grumpy guard protecting gold.";
public float talkRange = 4f;
public float talkCooldown = 30f;
private float lastTalkTime;
private bool isTalking;
private EnemyAI talkingPartner;
private Hallucinate.UI.ChatBubble chatBubble;
[Header("Dodge Mechanics")]
public float dodgeForce = 8f; // Lực đẩy văng đi
public float dodgeDuration = 0.5f; // Thời gian nhào lộn/né
@@ -54,6 +64,7 @@ public class EnemyAI : MonoBehaviour
{
agent = GetComponent<NavMeshAgent>();
rb = GetComponent<Rigidbody>();
chatBubble = GetComponentInChildren<Hallucinate.UI.ChatBubble>(true);
// Tự động tìm các điểm tuần tra nếu chưa gán
if (patrolPoints == null || patrolPoints.Length == 0)
{
@@ -148,7 +159,14 @@ public class EnemyAI : MonoBehaviour
new TaskNode(ActionInvestigate)
});
// 4. Không có gì -> Tuần tra theo điểm
// 4. Gần NPC khác -> nói chuyện (Mới)
var talkSequence = new Sequence(new List<Node>
{
new TaskNode(CheckCanTalkToNPC),
new TaskNode(ActionTalk)
});
// 5. Không có gì -> Tuần tra theo điểm
var patrolNode = new TaskNode(ActionPatrol);
behaviorTreeRoot = new Selector(new List<Node>
@@ -156,19 +174,46 @@ public class EnemyAI : MonoBehaviour
laserSequence,
chaseSequence,
investigateSequence,
talkSequence,
patrolNode
});
}
#region CONDITIONS
private NodeState CheckCanTalkToNPC()
{
if (playerHasArtifact || canSeePlayer) return NodeState.Failure;
if (Time.time < lastTalkTime + talkCooldown) return NodeState.Failure;
if (isTalking) return NodeState.Success;
// Tìm NPC gần nhất
Collider[] hitColliders = Physics.OverlapSphere(transform.position, talkRange);
foreach (var hit in hitColliders)
{
if (hit.gameObject != gameObject && hit.CompareTag("Enemy"))
{
EnemyAI other = hit.GetComponent<EnemyAI>();
if (other != null && !other.isTalking && Time.time >= other.lastTalkTime + talkCooldown)
{
talkingPartner = other;
return NodeState.Success;
}
}
}
return NodeState.Failure;
}
private NodeState CheckHasArtifact()
{
if (playerHasArtifact) StopConversation();
return playerHasArtifact ? NodeState.Success : NodeState.Failure;
}
private NodeState CheckCanSeePlayer()
{
if (canSeePlayer) StopConversation();
return canSeePlayer ? NodeState.Success : NodeState.Failure;
}
@@ -263,6 +308,78 @@ public class EnemyAI : MonoBehaviour
Debug.Log("Laser Shot!");
}
private NodeState ActionTalk()
{
if (talkingPartner == null) return NodeState.Failure;
if (!isTalking)
{
isTalking = true;
agent.isStopped = true;
// Xoay về phía bạn
FaceTarget(talkingPartner.transform.position);
// Bắt đầu hội thoại qua Gemini
StartNPCConversation();
}
return NodeState.Running;
}
private void StartNPCConversation()
{
string prompt = $"You are {npcName}. You are talking to your fellow guard {talkingPartner.npcName}. " +
"Keep it short (1 sentence). Topic: gold security or complaining about work.";
Hallucinate.AI.GeminiService.Instance.GetResponse(persona, prompt, (response) => {
if (chatBubble != null) chatBubble.Show(response);
// Hẹn giờ kết thúc hội thoại
Invoke(nameof(EndConversation), 5f);
});
// Thông báo cho bạn diễn cũng dừng lại để "nghe"
talkingPartner.OnPartnerTalked(this);
}
public void OnPartnerTalked(EnemyAI partner)
{
isTalking = true;
talkingPartner = partner;
agent.isStopped = true;
FaceTarget(partner.transform.position);
// Chờ bạn nói xong mới phản hồi
Invoke(nameof(EndConversation), 6f);
}
private void EndConversation()
{
isTalking = false;
lastTalkTime = Time.time;
if (agent != null) agent.isStopped = false;
talkingPartner = null;
}
private void StopConversation()
{
if (!isTalking) return;
CancelInvoke(nameof(EndConversation));
EndConversation();
if (chatBubble != null) chatBubble.Show("Suỵt! Có gì đó không ổn...", 2f);
}
private void FaceTarget(Vector3 targetPos)
{
Vector3 dir = targetPos - transform.position;
dir.y = 0;
if (dir != Vector3.zero)
{
transform.rotation = Quaternion.LookRotation(dir);
}
}
#endregion
#region DODGE MECHANIC