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Author SHA1 Message Date
98145ff6c3 Merge branch 'main' of https://scove-vault.duckdns.org/scove/HALLUCINATION 2026-06-05 16:03:27 +07:00
5b44f9052e update 2026-06-05 16:00:04 +07:00
4 changed files with 12797 additions and 12351 deletions

View File

@@ -6,11 +6,9 @@
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@@ -223,7 +560,7 @@ Rigidbody:
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View File

@@ -35,6 +35,16 @@ public class EnemyAI : MonoBehaviour
public float maxShootDelay = 3f;
private float nextShootTime;
[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 Settings (Rigidbody)")]
public float dodgeForce = 8f;
public float dodgeDuration = 0.25f;
@@ -50,10 +60,11 @@ public class EnemyAI : MonoBehaviour
agent = GetComponent<NavMeshAgent>();
rb = GetComponent<Rigidbody>();
fov = GetComponent<FieldOfView>();
chatBubble = GetComponentInChildren<Hallucinate.UI.ChatBubble>(true);
agent.speed = moveSpeed;
// Tự động tìm tất cả điểm PatrolPoint trong Map giống RobotBrain
// Tự động tìm tất cả điểm PatrolPoint trong Map
patrolPoints = GameObject.FindGameObjectsWithTag("PatrolPoint")
.Select(go => go.transform).ToArray();
@@ -95,12 +106,19 @@ public class EnemyAI : MonoBehaviour
var trackingSelector = new Selector(new List<Node>
{
// Nhìn thấy trực tiếp -> dí theo
new Sequence(new List<Node> { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) }),
new Sequence(new List<Node> { new TaskNode(CheckCanSeePlayer), new TaskNode(ActionChasePlayer) }),
// Mất dấu -> đi đến vị trí cuối cùng để điều tra
new Sequence(new List<Node> { new TaskNode(CheckHasInvestigateTarget), new TaskNode(ActionInvestigate) })
});
// Ưu tiên số 4: Mặc định đi tuần tra vòng quanh Map
// Ưu tiên số 4: Gần NPC khác -> nói chuyện (Mới)
var talkSequence = new Sequence(new List<Node>
{
new TaskNode(CheckCanTalkToNPC),
new TaskNode(ActionTalk)
});
// Ưu tiên số 5: Mặc định đi tuần tra vòng quanh Map
var patrolNode = new TaskNode(ActionPatrol);
// Tạo cây tổng hợp theo thứ tự ưu tiên từ trên xuống dưới
@@ -109,6 +127,7 @@ new Sequence(new List<Node> { new TaskNode(CheckCanSeePlayer), new TaskNode(Acti
dodgeNode,
laserSequence,
trackingSelector,
talkSequence,
patrolNode
});
}
@@ -130,13 +149,39 @@ new Sequence(new List<Node> { new TaskNode(CheckCanSeePlayer), new TaskNode(Acti
return NodeState.Failure;
}
private NodeState CheckCanTalkToNPC()
{
if (playerHasArtifact || fov.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 (fov.canSeePlayer) StopConversation();
return fov.canSeePlayer ? NodeState.Success : NodeState.Failure;
}
@@ -174,7 +219,8 @@ new Sequence(new List<Node> { new TaskNode(CheckCanSeePlayer), new TaskNode(Acti
agent.enabled = true;
isDodging = false;
}
private NodeState ActionPatrol()
private NodeState ActionPatrol()
{
if (patrolPoints.Length == 0) return NodeState.Failure;
@@ -252,5 +298,77 @@ private NodeState ActionPatrol()
Instantiate(laserPrefab, firePoint.position, firePoint.rotation);
}
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
}