-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathSimpleLLMControllableNPC.cs
More file actions
425 lines (376 loc) · 15.4 KB
/
SimpleLLMControllableNPC.cs
File metadata and controls
425 lines (376 loc) · 15.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
using UnityEngine;
using UnityEngine.AI; // Äëÿ NavMeshAgent
using System.Collections; // Äëÿ êîðóòèí
using System.IO; // Äëÿ ðàáîòû ñ ôàéëàìè
using LitJson; // Äëÿ JSON-ñåðèàëèçàöèè/äåñåðèàëèçàöèè
using UnityEngine.UI;
// Êëàññ äëÿ ñîõðàíåíèÿ äàííûõ NPC
[System.Serializable]
public class SimpleNPCSaveData
{
public string id; // Óíèêàëüíûé ID äëÿ ýòîãî NPC
// --- ÊËÞ×ÅÂÎÅ ÈÇÌÅÍÅÍÈÅ ÇÄÅÑÜ ---
// Ñîõðàíÿåì Vector3 êàê îòäåëüíûå float êîìïîíåíòû
public float posX, posY, posZ;
// Ñîõðàíÿåì Quaternion êàê îòäåëüíûå float êîìïîíåíòû
public float rotX, rotY, rotZ, rotW;
// --- ÊÎÍÅÖ ÊËÞ×ÅÂÛÕ ÈÇÌÅÍÅÍÈÉ ÇÄÅÑÜ ---
public string currentStateName; // Ñîõðàíÿåì òåêóùåå ñîñòîÿíèå äëÿ âîññòàíîâëåíèÿ
// Ìåòîä-ïîìîùíèê äëÿ ïðåîáðàçîâàíèÿ Vector3 â êîìïîíåíòû
public void SetPosition(Vector3 position)
{
posX = position.x;
posY = position.y;
posZ = position.z;
}
// Ìåòîä-ïîìîùíèê äëÿ ïîëó÷åíèÿ Vector3 èç êîìïîíåíòîâ
public Vector3 GetPosition()
{
return new Vector3(posX, posY, posZ);
}
// Ìåòîä-ïîìîùíèê äëÿ ïðåîáðàçîâàíèÿ Quaternion â êîìïîíåíòû
public void SetRotation(Quaternion rotation)
{
rotX = rotation.x;
rotY = rotation.y;
rotZ = rotation.z;
rotW = rotation.w;
}
// Ìåòîä-ïîìîùíèê äëÿ ïîëó÷åíèÿ Quaternion èç êîìïîíåíòîâ
public Quaternion GetRotation()
{
return new Quaternion(rotX, rotY, rotZ, rotW);
}
}
// Èíòåðôåéñ, êîòîðûé NPC äîëæåí ðåàëèçîâàòü, ÷òîáû ïðèíèìàòü êîìàíäû îò LLM
/*public interface ILLMControllableNPC
{
void MoveToPosition(Vector3 position);
void MoveToObject(GameObject targetObject);
void SetBehavior(string behaviorType); // Íàïðèìåð, "Patrol", "Idle"
void SayDialogue(string text);
}*/
// === ÎÑÍÎÂÍÎÉ ÑÊÐÈÏÒ ÓÏÐÀÂËßÅÌÎÃÎ NPC ===
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(Animator))]
public class SimpleLLMControllableNPC : MonoBehaviour, ILLMControllableNPC
{
[Header("Íàñòðîéêè NPC")]
[Tooltip("Óíèêàëüíûé ID äëÿ ñîõðàíåíèÿ ýòîãî NPC (íàïðèìåð, 'Robot_001').")]
public string npcID = "NPC_Default";
[Tooltip("Ñêîðîñòü ïåðåìåùåíèÿ NPC.")]
public float movementSpeed = 3.5f;
public enum NPCState
{
Idle,
Moving,
Patrolling,
Dialoguing
}
public NPCState currentState = NPCState.Idle;
[Header("Íàñòðîéêè Ïàòðóëèðîâàíèÿ (îïöèîíàëüíî)")]
[Tooltip("Òî÷êè, ïî êîòîðûì NPC áóäåò ïàòðóëèðîâàòü â ñîñòîÿíèè Patrol.")]
public Transform[] patrolPoints;
private int currentPatrolPointIndex = 0;
[Tooltip("Ðàññòîÿíèå äî òî÷êè, êîãäà NPC ñ÷èòàåò, ÷òî äîñòèã åå è ïåðåõîäèò ê ñëåäóþùåé.")]
public float waypointThreshold = 0.5f;
[Header("Íàñòðîéêè Àíèìàòîðà")]
[Tooltip("Èìÿ Float-ïàðàìåòðà ñêîðîñòè â Animator Controller (íàïðèìåð, 'Speed').")]
public string speedAnimatorParam = "Speed";
[Tooltip("Èìÿ Bool-ïàðàìåòðà äëÿ äâèæåíèÿ â Animator Controller (íàïðèìåð, 'IsMoving').")]
public string isMovingAnimatorParam = "IsMoving";
[Tooltip("Èìÿ Trigger-ïàðàìåòðà äëÿ íà÷àëà äèàëîãà â Animator Controller (íàïðèìåð, 'StartDialogue').")]
public string startDialogueAnimatorParam = "StartDialogue";
[Tooltip("Èìÿ Trigger-ïàðàìåòðà äëÿ îñòàíîâêè äèàëîãà (îïöèîíàëüíî, åñëè åñòü).")]
public string stopDialogueAnimatorParam = "StopDialogue";
[Tooltip("Èìÿ Trigger-ïàðàìåòðà äëÿ ïåðåõîäà â ñîñòîÿíèå ïàòðóëèðîâàíèÿ (îïöèîíàëüíî, åñëè åñòü).")]
public string startPatrolAnimatorParam = "StartPatrol";
[Tooltip("Èìÿ Trigger-ïàðàìåòðà äëÿ ïåðåõîäà â ñîñòîÿíèå áåçäåéñòâèÿ (îïöèîíàëüíî, åñëè åñòü).")]
public string startIdleAnimatorParam = "StartIdle";
public Text npcText;
// --- Ïðèâàòíûå ïåðåìåííûå ---
private NavMeshAgent navMeshAgent;
private Animator animator;
private Coroutine currentActionCoroutine;
private const string SAVE_FOLDER_NAME = "GameSaves";
private string saveFilePath;
void Awake()
{
navMeshAgent = GetComponent<NavMeshAgent>();
animator = GetComponent<Animator>();
if (navMeshAgent == null)
{
Debug.LogError($"SimpleLLMControllableNPC: NavMeshAgent íå íàéäåí íà {gameObject.name}. Îòêëþ÷àåì ñêðèïò.", this);
enabled = false;
return;
}
navMeshAgent.speed = movementSpeed;
if (animator == null)
{
Debug.LogError($"SimpleLLMControllableNPC: Animator íå íàéäåí íà {gameObject.name}. Àíèìàöèè ðàáîòàòü íå áóäóò.", this);
}
string saveFolder = Path.Combine(Application.persistentDataPath, SAVE_FOLDER_NAME); // Óáåäèòåñü, ÷òî Application.persistentDataPath èñïîëüçóåòñÿ
if (!Directory.Exists(saveFolder))
{
Directory.CreateDirectory(saveFolder);
}
saveFilePath = Path.Combine(saveFolder, $"{npcID}_SimpleNPC.json");
}
void Start()
{
LoadState();
ChangeState(currentState);
}
void Update()
{
if (currentState == NPCState.Patrolling)
{
if (patrolPoints == null || patrolPoints.Length == 0)
{
Debug.LogWarning($"{gameObject.name}: Íåò ïàòðóëüíûõ òî÷åê. Ïåðåõîä â Idle.");
ChangeState(NPCState.Idle);
return;
}
if (!navMeshAgent.pathPending && navMeshAgent.remainingDistance < waypointThreshold)
{
GoToNextPatrolPoint();
}
}
/* if (animator != null && navMeshAgent.enabled)
{
animator.SetFloat(speedAnimatorParam, navMeshAgent.velocity.magnitude);
animator.SetBool(isMovingAnimatorParam, navMeshAgent.velocity.magnitude > 0.1f);
} */
}
void OnApplicationQuit()
{
SaveState();
}
private void ChangeState(NPCState newState)
{
if (currentState == newState) return;
Debug.Log($"{gameObject.name}: Changing state from {currentState} to {newState}");
currentState = newState;
if (currentActionCoroutine != null)
{
StopCoroutine(currentActionCoroutine);
currentActionCoroutine = null;
}
if (animator != null)
{
foreach (var param in animator.parameters)
{
if (param.type == AnimatorControllerParameterType.Trigger)
{
animator.ResetTrigger(param.name);
}
}
}
switch (currentState)
{
case NPCState.Idle:
navMeshAgent.isStopped = true;
if (animator != null && !string.IsNullOrEmpty(startIdleAnimatorParam)) animator.SetTrigger(startIdleAnimatorParam);
break;
case NPCState.Moving:
navMeshAgent.isStopped = false;
break;
case NPCState.Patrolling:
navMeshAgent.isStopped = false;
if (animator != null && !string.IsNullOrEmpty(startPatrolAnimatorParam)) animator.SetTrigger(startPatrolAnimatorParam);
GoToNextPatrolPoint();
break;
case NPCState.Dialoguing:
navMeshAgent.isStopped = true;
if (animator != null && !string.IsNullOrEmpty(startDialogueAnimatorParam)) animator.SetTrigger(startDialogueAnimatorParam);
break;
}
}
public void MoveToPosition(Vector3 position)
{
if (navMeshAgent != null && navMeshAgent.enabled)
{
ChangeState(NPCState.Moving);
navMeshAgent.SetDestination(position);
currentActionCoroutine = StartCoroutine(WaitForDestination(position));
Debug.Log($"{gameObject.name} ïîëó÷èë êîìàíäó: MoveToPosition ê {position}.");
}
else
{
Debug.LogWarning($"{gameObject.name}: NavMeshAgent íåàêòèâåí èëè îòñóòñòâóåò äëÿ MoveToPosition.");
SayDialogue("ß íå ìîãó äâèãàòüñÿ, ìîé íàâèãàöèîííûé ìîäóëü îòêëþ÷åí.");
}
}
public void MoveToObject(GameObject targetObject)
{
if (navMeshAgent != null && navMeshAgent.enabled)
{
if (targetObject != null)
{
ChangeState(NPCState.Moving);
navMeshAgent.SetDestination(targetObject.transform.position);
currentActionCoroutine = StartCoroutine(WaitForDestination(targetObject.transform.position));
Debug.Log($"{gameObject.name} ïîëó÷èë êîìàíäó: MoveToObject ê {targetObject.name}.");
}
else
{
Debug.LogWarning($"{gameObject.name}: Öåëåâîé îáúåêò äëÿ MoveToObject ðàâåí null.");
SayDialogue("ß íå ìîãó íàéòè öåëü, êîòîðóþ âû óêàçàëè.");
}
}
else
{
Debug.LogWarning($"{gameObject.name}: NavMeshAgent íåàêòèâåí èëè îòñóòñòâóåò äëÿ MoveToObject.");
SayDialogue("ß íå ìîãó äâèãàòüñÿ, ìîé íàâèãàöèîííûé ìîäóëü îòêëþ÷åí.");
}
}
public void SetBehavior(string behaviorType)
{
try
{
NPCState newNPCState = (NPCState)System.Enum.Parse(typeof(NPCState), behaviorType, true);
ChangeState(newNPCState);
Debug.Log($"{gameObject.name} ïîëó÷èë êîìàíäó: SetBehavior ê {behaviorType}.");
SayDialogue($"Òåïåðü ÿ â ðåæèìå {behaviorType}.");
}
catch (System.ArgumentException)
{
Debug.LogError($"Íåèçâåñòíûé òèï ïîâåäåíèÿ äëÿ NPC: {behaviorType}");
SayDialogue($"Èçâèíèòå, ÿ íå ïîíÿë êîìàíäó '{behaviorType}'.");
}
}
public void SayDialogue(string text)
{
ChangeState(NPCState.Dialoguing);
Debug.Log($"NPC {gameObject.name} (ãîâîðèò): \"{text}\"");
npcText.text = "- " + text;
currentActionCoroutine = StartCoroutine(EndDialogueAfterDelay(3f));
}
private IEnumerator WaitForDestination(Vector3 targetPos)
{
yield return new WaitUntil(() => !navMeshAgent.pathPending && navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance + 0.1f);
if (currentState == NPCState.Moving)
{
ChangeState(NPCState.Idle);
Debug.Log($"{gameObject.name} äîñòèã öåëè. Âîçâðàùàþñü â Idle.");
}
}
private IEnumerator EndDialogueAfterDelay(float delay)
{
yield return new WaitForSeconds(delay);
if (currentState == NPCState.Dialoguing)
{
if (animator != null && !string.IsNullOrEmpty(stopDialogueAnimatorParam)) animator.SetTrigger(stopDialogueAnimatorParam);
ChangeState(NPCState.Idle);
Debug.Log($"{gameObject.name}: Äèàëîã çàâåðøåí. Âîçâðàùàþñü â Idle.");
}
}
private void GoToNextPatrolPoint()
{
if (patrolPoints == null || patrolPoints.Length == 0)
{
Debug.LogWarning($"{gameObject.name}: Íåò ïàòðóëüíûõ òî÷åê. Ïåðåõîä â Idle.");
ChangeState(NPCState.Idle);
return;
}
navMeshAgent.SetDestination(patrolPoints[currentPatrolPointIndex].position);
currentPatrolPointIndex = (currentPatrolPointIndex + 1) % patrolPoints.Length;
Debug.Log($"{gameObject.name} äâèæåòñÿ ê ïàòðóëüíîé òî÷êå {patrolPoints[currentPatrolPointIndex].name}.");
}
// ====================================================================
// Ìåòîäû ÑÎÕÐÀÍÅÍÈß è ÇÀÃÐÓÇÊÈ ñîñòîÿíèÿ
// ====================================================================
/// <summary>
/// Ñîõðàíÿåò òåêóùåå ñîñòîÿíèå NPC â JSON ôàéë.
/// </summary>
public void SaveState()
{
try
{
SimpleNPCSaveData saveData = new SimpleNPCSaveData(); // Ñîçäàåì ýêçåìïëÿð
saveData.id = this.npcID;
// --- Èñïîëüçóåì ìåòîäû-ïîìîùíèêè äëÿ ïðåîáðàçîâàíèÿ ---
saveData.SetPosition(transform.position);
saveData.SetRotation(transform.rotation);
// --- Êîíåö èñïîëüçîâàíèÿ ìåòîäîâ-ïîìîùíèêîâ ---
saveData.currentStateName = currentState.ToString();
string json = JsonMapper.ToJson(saveData);
File.WriteAllText(saveFilePath, json);
Debug.Log($"NPC '{npcID}' state saved. State: {currentState}.");
}
catch (System.Exception e)
{
Debug.LogError($"Error saving NPC '{npcID}' state: {e.Message}");
}
}
/// <summary>
/// Çàãðóæàåò ñîñòîÿíèå NPC èç JSON ôàéëà.
/// </summary>
public void LoadState()
{
try
{
if (File.Exists(saveFilePath))
{
string json = File.ReadAllText(saveFilePath);
SimpleNPCSaveData loadedData = JsonMapper.ToObject<SimpleNPCSaveData>(json);
this.npcID = loadedData.id;
navMeshAgent.enabled = false; // Âðåìåííî îòêëþ÷àåì àãåíò
// --- Èñïîëüçóåì ìåòîäû-ïîìîùíèêè äëÿ ïîëó÷åíèÿ ---
transform.position = loadedData.GetPosition();
transform.rotation = loadedData.GetRotation();
// --- Êîíåö èñïîëüçîâàíèÿ ìåòîäîâ-ïîìîùíèêîâ ---
navMeshAgent.enabled = true;
currentState = (NPCState)System.Enum.Parse(typeof(NPCState), loadedData.currentStateName);
Debug.Log($"NPC '{npcID}' state loaded. State: {currentState}.");
}
else
{
Debug.Log($"NPC '{npcID}' save file not found. Starting at default State {currentState}.");
SaveState();
}
}
catch (System.Exception e)
{
Debug.LogError($"Error loading NPC '{npcID}' state: {e.Message}");
currentState = NPCState.Idle;
SaveState();
}
}
// === Îòëàäêà â ðåäàêòîðå ===
#if UNITY_EDITOR
void OnDrawGizmosSelected()
{
UnityEditor.Handles.Label(transform.position + Vector3.up * 2f,
$"NPC: {npcID}\nState: {currentState}");
if (navMeshAgent != null && navMeshAgent.hasPath)
{
Gizmos.color = Color.blue;
Vector3[] pathCorners = navMeshAgent.path.corners;
for (int i = 0; i < pathCorners.Length - 1; i++)
{
Gizmos.DrawLine(pathCorners[i], pathCorners[i + 1]);
}
}
if (patrolPoints != null && patrolPoints.Length > 0)
{
Gizmos.color = Color.green;
for (int i = 0; i < patrolPoints.Length; i++)
{
if (patrolPoints[i] != null)
{
Gizmos.DrawSphere(patrolPoints[i].position, 0.3f);
if (i < patrolPoints.Length - 1 && patrolPoints[i + 1] != null)
{
Gizmos.DrawLine(patrolPoints[i].position, patrolPoints[i + 1].position);
}
else if (i == patrolPoints.Length - 1 && patrolPoints.Length > 1 && patrolPoints[0] != null)
{
Gizmos.DrawLine(patrolPoints[i].position, patrolPoints[0].position);
}
}
}
}
}
#endif
}