尽管我的生物AI可以正常工作(大部分情况下),但我感觉我的设置方式效率极低,并且可能犯了一些编程错误。我想重写它以使其更干净,更有效并且更易于维护,但是我不确定从哪里开始。
在我的生物AI中,我有一系列触发器,例如OnSpawn,OnDeath或OnCollisionEnter。每个触发器中都有一系列动作,例如“施法”或“播放动画”。当满足触发器的条件时,将处理其动作列表,以检查其是否不在我们的处理列表中,将其添加,然后播放其关联的动作。当不满足触发器的条件时,将从该进程列表中删除动作列表,并且类似地通过一些删除功能进行处理以清除行为。
一些我简化的代码:
void Update()
{
if (canAct && !dead)
{
CheckTriggers();
PlayAllActions();
}
}
private void CheckTriggers()
{
for (int i = 0; i < actions.Length; i++)
{
switch (actions[i].trigger)
{
case ActionTrigger.Trigger.OnCollisionEnter:
if (isColliding)
AddActionList(actions[i].actionSetList);
else
RemoveActionList(actions[i].actionSetList);
break;
case ActionTrigger.Trigger.UponBeingAttacked:
if (hasBeenAttacked)
AddActionList(actions[i].actionSetList);
break;
}
}
}
public void AddActionList(ActionSetList actionSetList)
{
bool containsItem = existingActionsList.Any(item => item == actionSetList);
if (containsItem)
return;
existingActionsList.Add(actionSetList);
}
private void PlayAllActions()
{
if (existingActionsList.Count > 0)
for (int i = 0; i < existingActionsList.Count; i++)
ActionPlayEffect(existingActionsList[i]);
}
public void ActionPlayEffect(ActionSetList actionSetList)
{
for (int i = 0; i < actionSetList.Length; i++)
{
switch (actionSetList[i].type)
{
case ActionSet.Type.CastSpell:
if (spellRoutine == null && actionSetList[i].cooldownTimeRemaining <= 0)
spellRoutine = StartCoroutine(Cast(actionSetList[i]));
break;
case ActionSet.Type.PlayAnim:
if (!isInActionPose)
{
animator.SetTrigger("ActionTrigger");
animator.SetInteger("Action", (int)actionSetList[i].animToPlay+1);
isInActionPose = true;
}
break;
}
}
}
public void RemoveActionList(ActionSetList actionSetList)
{
bool containsItem = existingActionsList.Any(item => item == actionSetList);
if (containsItem)
{
ActionRemoveEffect(actionSetList);
existingActionsList.Remove(actionSetList);
}
}
public void ActionRemoveEffect(ActionSetList actionSetList)
{
for (int i = 0; i < actionSetList.Length; i++)
{
switch (actionSetList[i].type)
{
case ActionSet.Type.CastSpell:
CancelCast();
break;
case ActionSet.Type.PlayAnim:
animator.SetTrigger("ActionTrigger");
animator.SetInteger("Action", 0);
isInActionPose = false;
break;
}
}
}
我该怎么做才能构建更高效的生物AI?
答案 0 :(得分:0)
我可能会使用delegates来编写类似的系统。
在某种程度上,委托可以被认为是持有方法列表的变量。如果执行该委托,则将执行其持有的所有方法。
这将允许您将这样的方法添加到要在需要时调用的方法列表中。
delegate void OnSpawn(GameObject gameObject); //Create delegate type
public OnSpawn onSpawn; //Create variable from delegate type
void SetUpStats(Gameobject gameObject){
//Set hp, initialize spells
}
void SetUpAnimations(GameObject gameObject){
//Initialize animations
}
void PlaySpawnSound(GameObject gameObject){
//Play a spawn sound
}
void Start(){
if (onSpawn == null) //Add content to delegate
{
onSpawn = new OnSpawn(SetUpStats); //You may be able to write onSpawn = SetUpStats; instead, for shorter code. But please test it.
onSpawn += SetUpAnimations;
onSpawn += PlaySpawnSound;
}
}
void Spawn(){
onSpawn(gameObject);
//Call delegate, invoking all methods stored in it.
//Note that they all receive the same input. In this case the gameObject.
//You can give them any input you want, so long as you define it in the delegate type.
//I chose a gameObject as you can get all components and more from it.
}
如果您有任何疑问或想知道的事情,请告诉我。