Files
daluandou/Assets/Script/建筑脚本/EnemyCastleAI.cs
T
huadexuan 8d58c2223c 根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:
```
docs(readme): 更新文档说明

- 添加项目使用指南
- 完善API接口说明
- 修正错误的配置示例
```
2026-10-01 16:01:43 +08:00

285 lines
9.2 KiB
C#

using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 红方城堡自动出兵 AI:独立能量、三路目标评估、低费试探与高费推进。
/// </summary>
public class EnemyCastleAI : MonoBehaviour
{
[Header("AI 阵营")]
[SerializeField] private int teamId = 1;
[SerializeField] private int maxMana = 10;
[SerializeField] private float manaRegenInterval = 3f;
[SerializeField] private float decisionInterval = 1.2f;
[SerializeField] private float minimumSpawnInterval = 1.4f;
[Header("三路目标")]
[SerializeField] private float leftLaneX = -10f;
[SerializeField] private float centerLaneX = 0f;
[SerializeField] private float rightLaneX = 10f;
[SerializeField] private float laneHalfWidth = 4f;
[SerializeField] private float resourceThreatWeight = 2.5f;
[SerializeField] private float enemyUnitWeight = 1.5f;
[SerializeField] private float laneRotationWeight = 0.7f;
[Header("卡组轮转")]
[SerializeField] private int visibleSlotCount = 4;
[SerializeField] private string[] deckDataNames =
{
"人类士兵Data", "弓箭手Data", "盾卫Data", "精锐士兵Data",
"法师Data", "狂暴狼人Data", "石巨人Data", "弓箭猎人Data"
};
[SerializeField] private CharacterData[] deck;
private readonly List<CharacterData> hand = new List<CharacterData>();
private readonly Queue<CharacterData> drawQueue = new Queue<CharacterData>();
private Transform redSpawnPoint;
private AttackTargetController targetController;
private float currentMana;
private float manaTimer;
private float decisionTimer;
private float spawnTimer;
private int lastLane = 1;
private int consecutiveLaneSpawns;
private bool initialized;
private void Start()
{
redSpawnPoint = FindRedSpawnPoint();
targetController = AttackTargetController.Instance;
currentMana = maxMana;
BuildDeck();
BuildHand();
initialized = redSpawnPoint != null && hand.Count > 0;
if (!initialized)
Debug.LogWarning("EnemyCastleAI 初始化失败:缺少红方出兵点或角色卡组。");
}
private void Update()
{
if (!initialized) return;
manaTimer += Time.deltaTime;
while (manaTimer >= manaRegenInterval)
{
manaTimer -= manaRegenInterval;
currentMana = Mathf.Min(maxMana, currentMana + 1f);
}
decisionTimer -= Time.deltaTime;
spawnTimer -= Time.deltaTime;
if (decisionTimer > 0f || spawnTimer > 0f) return;
decisionTimer = decisionInterval;
int lane = ChooseLane();
CharacterData card = ChooseCard(lane);
if (card == null) return;
if (Spawn(card, lane))
{
currentMana -= 1f;
RotatePlayedCard(card);
spawnTimer = minimumSpawnInterval;
if (lane == lastLane) consecutiveLaneSpawns++;
else consecutiveLaneSpawns = 1;
lastLane = lane;
}
}
public void AddMana(int amount)
{
if (amount <= 0) return;
currentMana = Mathf.Min(maxMana, currentMana + amount);
}
public int CurrentMana => Mathf.FloorToInt(currentMana);
public bool TrySpawnFromPortal(Vector3 spawnPosition, Quaternion spawnRotation)
{
if (!initialized) return false;
List<CharacterData> affordable = new List<CharacterData>();
foreach (CharacterData card in hand)
{
if (card != null && card.unitPrefab != null)
affordable.Add(card);
}
if (affordable.Count == 0) return false;
CharacterData selected = affordable[Random.Range(0, affordable.Count)];
if (!SpawnAt(selected, spawnPosition, spawnRotation, teamId)) return false;
currentMana -= 1f;
RotatePlayedCard(selected);
return true;
}
private CharacterData SelectWeightedCard(List<CharacterData> cards)
{
return cards == null || cards.Count == 0 ? null : cards[Random.Range(0, cards.Count)];
}
private int ChooseLane()
{
float left = ScoreLane(leftLaneX, 0);
float center = ScoreLane(centerLaneX, 1);
float right = ScoreLane(rightLaneX, 2);
if (consecutiveLaneSpawns >= 2)
{
if (lastLane == 0) left -= 3f;
if (lastLane == 1) center -= 3f;
if (lastLane == 2) right -= 3f;
}
float best = Mathf.Max(left, Mathf.Max(center, right));
if (Mathf.Approximately(best, left)) return 0;
if (Mathf.Approximately(best, right)) return 2;
return 1;
}
private float ScoreLane(float laneX, int lane)
{
float score = 1f;
score += lane == 1 ? 0.8f : 0f;
score += lane == lastLane ? laneRotationWeight : 0f;
foreach (var unit in FindObjectsOfType<UnitTeam>())
{
if (unit == null || unit.teamId != 0) continue;
Vector3 p = unit.transform.position;
if (Mathf.Abs(p.x - laneX) <= laneHalfWidth)
score += enemyUnitWeight;
}
foreach (var mine in FindObjectsOfType<CrystalMineCapture>())
{
if (mine == null) continue;
Vector3 p = mine.transform.position;
if (Mathf.Abs(p.x - laneX) > laneHalfWidth * 1.8f) continue;
UnitTeam team = mine.GetComponent<UnitTeam>();
if (team == null || team.teamId != teamId)
score += resourceThreatWeight;
}
return score;
}
private CharacterData ChooseCard(int lane)
{
CharacterData best = null;
float bestScore = float.NegativeInfinity;
foreach (var card in hand)
{
if (card == null || card.unitPrefab == null) continue;
float score = Random.Range(0f, 1f);
if (score > bestScore)
{
bestScore = score;
best = card;
}
}
return best;
}
private void BuildDeck()
{
if (deck != null && deck.Length > 0) return;
var loadedDeck = new List<CharacterData>();
foreach (string dataName in deckDataNames)
{
CharacterData data = Resources.Load<CharacterData>("Data/" + dataName);
if (data == null)
{
Debug.LogWarning($"敌方卡组缺少角色数据: Resources/Data/{dataName}.asset");
continue;
}
loadedDeck.Add(data);
}
deck = loadedDeck.ToArray();
}
private void BuildHand()
{
hand.Clear();
drawQueue.Clear();
if (deck == null) return;
int handCount = Mathf.Min(visibleSlotCount, deck.Length);
for (int i = 0; i < handCount; i++)
hand.Add(deck[i]);
for (int i = handCount; i < deck.Length; i++)
drawQueue.Enqueue(deck[i]);
}
private void RotatePlayedCard(CharacterData playedCard)
{
int handIndex = hand.IndexOf(playedCard);
if (handIndex < 0 || drawQueue.Count == 0) return;
hand[handIndex] = drawQueue.Dequeue();
drawQueue.Enqueue(playedCard);
}
private bool SpawnAt(CharacterData data, Vector3 position, Quaternion rotation, int spawnTeamId)
{
GameObject unit = Instantiate(data.unitPrefab, position, rotation);
UnitTeam team = unit.GetComponent<UnitTeam>();
if (team != null)
{
team.teamId = spawnTeamId;
unit.tag = spawnTeamId == 0 ? "Friend" : "Enemy";
}
UnitBase unitBase = unit.GetComponent<UnitBase>();
if (unitBase != null)
{
unitBase.InitializeFromPlayerData(data.GetMaxHealth(1), data.GetAttackPower(1), data.GetMoveSpeed(1));
// 如果是敌人(teamId != 0),增大寻敌距离
if (spawnTeamId != 0)
{
unitBase.detectionRange = 100f; // 从默认30增加到100
}
}
return true;
}
private bool Spawn(CharacterData data, int lane)
{
if (!SpawnAt(data, redSpawnPoint.position, redSpawnPoint.rotation, teamId)) return false;
if (targetController != null)
{
targetController.redTarget = FindLaneTarget(lane);
}
return true;
}
private GameObject FindLaneTarget(int lane)
{
float x = lane == 0 ? leftLaneX : lane == 2 ? rightLaneX : centerLaneX;
GameObject best = null;
float bestDistance = float.PositiveInfinity;
foreach (var mine in FindObjectsOfType<CrystalMineCapture>())
{
if (Mathf.Abs(mine.transform.position.x - x) < laneHalfWidth * 2f)
{
float d = Mathf.Abs(mine.transform.position.z - redSpawnPoint.position.z);
if (d < bestDistance) { bestDistance = d; best = mine.gameObject; }
}
}
return best != null ? best : targetController?.GetEnemyCastleOfTeam(teamId);
}
private Transform FindRedSpawnPoint()
{
var manager = GetComponent<CastleSpawnManager>();
if (manager != null && manager.redSpawnPoint != null) return manager.redSpawnPoint;
var castles = GameObject.Find("红色城堡");
return castles != null ? castles.transform.Find("出兵点") : null;
}
}