perf(ai): AiRuntime 热路径去装箱/弱表一次注册 + 补 OnExit/Entry OnEnter 测试
This commit is contained in:
@@ -15,6 +15,7 @@ namespace BaseGames.Tests.EditMode.AI
|
|||||||
.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
|
.To("Chase").When(c => c.Sensor.SeesPlayer(), "SeesPlayer");
|
||||||
b.State("Chase")
|
b.State("Chase")
|
||||||
.OnEnter(c => c.Mover.FacePlayer())
|
.OnEnter(c => c.Mover.FacePlayer())
|
||||||
|
.OnExit(c => c.Mover.Stop())
|
||||||
.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))
|
.Tick(c => c.Mover.MoveTo(c.Sensor.LastKnown))
|
||||||
.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
|
.To("Search").When(c => c.Sensor.LostFor(2f), "LostFor(2s)");
|
||||||
b.State("Search")
|
b.State("Search")
|
||||||
@@ -89,5 +90,26 @@ namespace BaseGames.Tests.EditMode.AI
|
|||||||
rt.Tick(1.5f);
|
rt.Tick(1.5f);
|
||||||
Assert.AreEqual("Patrol", rt.CurrentStateName); // 累计 >3s
|
Assert.AreEqual("Patrol", rt.CurrentStateName); // 累计 >3s
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Switch_RunsPreviousStateOnExit()
|
||||||
|
{
|
||||||
|
var ctx = new FakeAiContext();
|
||||||
|
var rt = new AiRuntime(Graph(), ctx);
|
||||||
|
ctx.S.Sees = true; rt.Tick(0.1f); // Patrol -> Chase
|
||||||
|
ctx.S.Sees = false; ctx.S.LostForValue = 5f; rt.Tick(0.1f);// Chase -> Search (触发 Chase.OnExit)
|
||||||
|
CollectionAssert.Contains(ctx.M.Calls, "Stop");
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void Construct_InvokesEntryOnEnter()
|
||||||
|
{
|
||||||
|
var b = new BrainBuilder();
|
||||||
|
b.Entry("Start");
|
||||||
|
b.State("Start").OnEnter(c => c.Mover.LookAround());
|
||||||
|
var ctx = new FakeAiContext();
|
||||||
|
var rt = new AiRuntime(b.Build(), ctx);
|
||||||
|
CollectionAssert.Contains(ctx.M.Calls, "LookAround");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -31,6 +31,8 @@ namespace BaseGames.AI
|
|||||||
|
|
||||||
void EnterInitial()
|
void EnterInitial()
|
||||||
{
|
{
|
||||||
|
_byContext.Remove(_ctx); // 幂等:避免同一 ctx 重复键异常
|
||||||
|
_byContext.Add(_ctx, this);
|
||||||
_current = _graph.GetState(_graph.EntryState);
|
_current = _graph.GetState(_graph.EntryState);
|
||||||
_timeInState = 0f;
|
_timeInState = 0f;
|
||||||
_current.OnEnter?.Invoke(_ctx);
|
_current.OnEnter?.Invoke(_ctx);
|
||||||
@@ -44,9 +46,6 @@ namespace BaseGames.AI
|
|||||||
|
|
||||||
public void Tick(float dt)
|
public void Tick(float dt)
|
||||||
{
|
{
|
||||||
_byContext.Remove(_ctx);
|
|
||||||
_byContext.Add(_ctx, this);
|
|
||||||
|
|
||||||
// IsControllable 让位门:受击/硬直/击飞时挂起,不推进决策也不跑 Tick。
|
// IsControllable 让位门:受击/硬直/击飞时挂起,不推进决策也不跑 Tick。
|
||||||
if (!_ctx.Vitals.IsControllable)
|
if (!_ctx.Vitals.IsControllable)
|
||||||
{
|
{
|
||||||
@@ -66,13 +65,21 @@ namespace BaseGames.AI
|
|||||||
bool TryTransition()
|
bool TryTransition()
|
||||||
{
|
{
|
||||||
// 全局/父层转换优先(本任务只评估条件型;事件型在 Task 6 处理)
|
// 全局/父层转换优先(本任务只评估条件型;事件型在 Task 6 处理)
|
||||||
foreach (var t in _graph.GlobalTransitions)
|
var globals = _graph.GlobalTransitions;
|
||||||
|
for (int i = 0; i < globals.Count; i++)
|
||||||
|
{
|
||||||
|
var t = globals[i];
|
||||||
if (!t.IsEvent && t.Condition(_ctx))
|
if (!t.IsEvent && t.Condition(_ctx))
|
||||||
return Switch(t);
|
return Switch(t);
|
||||||
|
}
|
||||||
|
|
||||||
foreach (var t in _current.Transitions)
|
var locals = _current.Transitions;
|
||||||
|
for (int i = 0; i < locals.Count; i++)
|
||||||
|
{
|
||||||
|
var t = locals[i];
|
||||||
if (!t.IsEvent && t.Condition(_ctx))
|
if (!t.IsEvent && t.Condition(_ctx))
|
||||||
return Switch(t);
|
return Switch(t);
|
||||||
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user