载具测试修改

main
Liyizhen 2026-04-15 17:11:17 +08:00
parent 6816bd83f9
commit 35e937dbf5
116 changed files with 150279 additions and 1350 deletions

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@ -1,298 +1,298 @@
using KartGame.KartSystems;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using UnityEngine;
using Random = UnityEngine.Random;
// using KartGame.KartSystems;
// using Unity.MLAgents;
// using Unity.MLAgents.Sensors;
// using Unity.MLAgents.Actuators;
// using UnityEngine;
// using Random = UnityEngine.Random;
namespace KartGame.AI
{
/// <summary>
/// Sensors hold information such as the position of rotation of the origin of the raycast and its hit threshold
/// to consider a "crash".
/// </summary>
[System.Serializable]
public struct Sensor
{
public Transform Transform;
public float RayDistance;
public float HitValidationDistance;
}
// namespace KartGame.AI
// {
// /// <summary>
// /// Sensors hold information such as the position of rotation of the origin of the raycast and its hit threshold
// /// to consider a "crash".
// /// </summary>
// [System.Serializable]
// public struct Sensor
// {
// public Transform Transform;
// public float RayDistance;
// public float HitValidationDistance;
// }
/// <summary>
/// We only want certain behaviours when the agent runs.
/// Training would allow certain functions such as OnAgentReset() be called and execute, while Inferencing will
/// assume that the agent will continuously run and not reset.
/// </summary>
public enum AgentMode
{
Training,
Inferencing
}
// /// <summary>
// /// We only want certain behaviours when the agent runs.
// /// Training would allow certain functions such as OnAgentReset() be called and execute, while Inferencing will
// /// assume that the agent will continuously run and not reset.
// /// </summary>
// public enum AgentMode
// {
// Training,
// Inferencing
// }
/// <summary>
/// The KartAgent will drive the inputs for the KartController.
/// </summary>
public class KartAgent : Agent, IInput
{
#region Training Modes
[Tooltip("Are we training the agent or is the agent production ready?")]
public AgentMode Mode = AgentMode.Training;
[Tooltip("What is the initial checkpoint the agent will go to? This value is only for inferencing.")]
public ushort InitCheckpointIndex;
// /// <summary>
// /// The KartAgent will drive the inputs for the KartController.
// /// </summary>
// public class KartAgent : Agent, IInput
// {
// #region Training Modes
// [Tooltip("Are we training the agent or is the agent production ready?")]
// public AgentMode Mode = AgentMode.Training;
// [Tooltip("What is the initial checkpoint the agent will go to? This value is only for inferencing.")]
// public ushort InitCheckpointIndex;
#endregion
// #endregion
#region Senses
[Header("Observation Params")]
[Tooltip("What objects should the raycasts hit and detect?")]
public LayerMask Mask;
[Tooltip("Sensors contain ray information to sense out the world, you can have as many sensors as you need.")]
public Sensor[] Sensors;
[Header("Checkpoints"), Tooltip("What are the series of checkpoints for the agent to seek and pass through?")]
public Collider[] Colliders;
[Tooltip("What layer are the checkpoints on? This should be an exclusive layer for the agent to use.")]
public LayerMask CheckpointMask;
// #region Senses
// [Header("Observation Params")]
// [Tooltip("What objects should the raycasts hit and detect?")]
// public LayerMask Mask;
// [Tooltip("Sensors contain ray information to sense out the world, you can have as many sensors as you need.")]
// public Sensor[] Sensors;
// [Header("Checkpoints"), Tooltip("What are the series of checkpoints for the agent to seek and pass through?")]
// public Collider[] Colliders;
// [Tooltip("What layer are the checkpoints on? This should be an exclusive layer for the agent to use.")]
// public LayerMask CheckpointMask;
[Space]
[Tooltip("Would the agent need a custom transform to be able to raycast and hit the track? " +
"If not assigned, then the root transform will be used.")]
public Transform AgentSensorTransform;
#endregion
// [Space]
// [Tooltip("Would the agent need a custom transform to be able to raycast and hit the track? " +
// "If not assigned, then the root transform will be used.")]
// public Transform AgentSensorTransform;
// #endregion
#region Rewards
[Header("Rewards"), Tooltip("What penatly is given when the agent crashes?")]
public float HitPenalty = -1f;
[Tooltip("How much reward is given when the agent successfully passes the checkpoints?")]
public float PassCheckpointReward;
[Tooltip("Should typically be a small value, but we reward the agent for moving in the right direction.")]
public float TowardsCheckpointReward;
[Tooltip("Typically if the agent moves faster, we want to reward it for finishing the track quickly.")]
public float SpeedReward;
[Tooltip("Reward the agent when it keeps accelerating")]
public float AccelerationReward;
#endregion
// #region Rewards
// [Header("Rewards"), Tooltip("What penatly is given when the agent crashes?")]
// public float HitPenalty = -1f;
// [Tooltip("How much reward is given when the agent successfully passes the checkpoints?")]
// public float PassCheckpointReward;
// [Tooltip("Should typically be a small value, but we reward the agent for moving in the right direction.")]
// public float TowardsCheckpointReward;
// [Tooltip("Typically if the agent moves faster, we want to reward it for finishing the track quickly.")]
// public float SpeedReward;
// [Tooltip("Reward the agent when it keeps accelerating")]
// public float AccelerationReward;
// #endregion
#region ResetParams
[Header("Inference Reset Params")]
[Tooltip("What is the unique mask that the agent should detect when it falls out of the track?")]
public LayerMask OutOfBoundsMask;
[Tooltip("What are the layers we want to detect for the track and the ground?")]
public LayerMask TrackMask;
[Tooltip("How far should the ray be when casted? For larger karts - this value should be larger too.")]
public float GroundCastDistance;
#endregion
// #region ResetParams
// [Header("Inference Reset Params")]
// [Tooltip("What is the unique mask that the agent should detect when it falls out of the track?")]
// public LayerMask OutOfBoundsMask;
// [Tooltip("What are the layers we want to detect for the track and the ground?")]
// public LayerMask TrackMask;
// [Tooltip("How far should the ray be when casted? For larger karts - this value should be larger too.")]
// public float GroundCastDistance;
// #endregion
#region Debugging
[Header("Debug Option")] [Tooltip("Should we visualize the rays that the agent draws?")]
public bool ShowRaycasts;
#endregion
// #region Debugging
// [Header("Debug Option")] [Tooltip("Should we visualize the rays that the agent draws?")]
// public bool ShowRaycasts;
// #endregion
ArcadeKart m_Kart;
bool m_Acceleration;
bool m_Brake;
float m_Steering;
int m_CheckpointIndex;
// ArcadeKart m_Kart;
// bool m_Acceleration;
// bool m_Brake;
// float m_Steering;
// int m_CheckpointIndex;
bool m_EndEpisode;
float m_LastAccumulatedReward;
// bool m_EndEpisode;
// float m_LastAccumulatedReward;
void Awake()
{
m_Kart = GetComponent<ArcadeKart>();
if (AgentSensorTransform == null) AgentSensorTransform = transform;
}
// void Awake()
// {
// m_Kart = GetComponent<ArcadeKart>();
// if (AgentSensorTransform == null) AgentSensorTransform = transform;
// }
void Start()
{
// If the agent is training, then at the start of the simulation, pick a random checkpoint to train the agent.
OnEpisodeBegin();
// void Start()
// {
// // If the agent is training, then at the start of the simulation, pick a random checkpoint to train the agent.
// OnEpisodeBegin();
if (Mode == AgentMode.Inferencing) m_CheckpointIndex = InitCheckpointIndex;
}
// if (Mode == AgentMode.Inferencing) m_CheckpointIndex = InitCheckpointIndex;
// }
void Update()
{
if (m_EndEpisode)
{
m_EndEpisode = false;
AddReward(m_LastAccumulatedReward);
EndEpisode();
OnEpisodeBegin();
}
}
// void Update()
// {
// if (m_EndEpisode)
// {
// m_EndEpisode = false;
// AddReward(m_LastAccumulatedReward);
// EndEpisode();
// OnEpisodeBegin();
// }
// }
void LateUpdate()
{
switch (Mode)
{
case AgentMode.Inferencing:
if (ShowRaycasts)
Debug.DrawRay(transform.position, Vector3.down * GroundCastDistance, Color.cyan);
// void LateUpdate()
// {
// switch (Mode)
// {
// case AgentMode.Inferencing:
// if (ShowRaycasts)
// Debug.DrawRay(transform.position, Vector3.down * GroundCastDistance, Color.cyan);
// We want to place the agent back on the track if the agent happens to launch itself outside of the track.
if (Physics.Raycast(transform.position + Vector3.up, Vector3.down, out var hit, GroundCastDistance, TrackMask)
&& ((1 << hit.collider.gameObject.layer) & OutOfBoundsMask) > 0)
{
// Reset the agent back to its last known agent checkpoint
var checkpoint = Colliders[m_CheckpointIndex].transform;
transform.localRotation = checkpoint.rotation;
transform.position = checkpoint.position;
m_Kart.Rigidbody.velocity = default;
m_Steering = 0f;
m_Acceleration = m_Brake = false;
}
// // We want to place the agent back on the track if the agent happens to launch itself outside of the track.
// if (Physics.Raycast(transform.position + Vector3.up, Vector3.down, out var hit, GroundCastDistance, TrackMask)
// && ((1 << hit.collider.gameObject.layer) & OutOfBoundsMask) > 0)
// {
// // Reset the agent back to its last known agent checkpoint
// var checkpoint = Colliders[m_CheckpointIndex].transform;
// transform.localRotation = checkpoint.rotation;
// transform.position = checkpoint.position;
// m_Kart.Rigidbody.velocity = default;
// m_Steering = 0f;
// m_Acceleration = m_Brake = false;
// }
break;
}
}
// break;
// }
// }
void OnTriggerEnter(Collider other)
{
var maskedValue = 1 << other.gameObject.layer;
var triggered = maskedValue & CheckpointMask;
// void OnTriggerEnter(Collider other)
// {
// var maskedValue = 1 << other.gameObject.layer;
// var triggered = maskedValue & CheckpointMask;
FindCheckpointIndex(other, out var index);
// FindCheckpointIndex(other, out var index);
// Ensure that the agent touched the checkpoint and the new index is greater than the m_CheckpointIndex.
if (triggered > 0 && index > m_CheckpointIndex || index == 0 && m_CheckpointIndex == Colliders.Length - 1)
{
AddReward(PassCheckpointReward);
m_CheckpointIndex = index;
}
}
// // Ensure that the agent touched the checkpoint and the new index is greater than the m_CheckpointIndex.
// if (triggered > 0 && index > m_CheckpointIndex || index == 0 && m_CheckpointIndex == Colliders.Length - 1)
// {
// AddReward(PassCheckpointReward);
// m_CheckpointIndex = index;
// }
// }
void FindCheckpointIndex(Collider checkPoint, out int index)
{
for (int i = 0; i < Colliders.Length; i++)
{
if (Colliders[i].GetInstanceID() == checkPoint.GetInstanceID())
{
index = i;
return;
}
}
index = -1;
}
// void FindCheckpointIndex(Collider checkPoint, out int index)
// {
// for (int i = 0; i < Colliders.Length; i++)
// {
// if (Colliders[i].GetInstanceID() == checkPoint.GetInstanceID())
// {
// index = i;
// return;
// }
// }
// index = -1;
// }
float Sign(float value)
{
if (value > 0)
{
return 1;
}
if (value < 0)
{
return -1;
}
return 0;
}
// float Sign(float value)
// {
// if (value > 0)
// {
// return 1;
// }
// if (value < 0)
// {
// return -1;
// }
// return 0;
// }
public override void CollectObservations(VectorSensor sensor)
{
sensor.AddObservation(m_Kart.LocalSpeed());
// public override void CollectObservations(VectorSensor sensor)
// {
// sensor.AddObservation(m_Kart.LocalSpeed());
// Add an observation for direction of the agent to the next checkpoint.
var next = (m_CheckpointIndex + 1) % Colliders.Length;
var nextCollider = Colliders[next];
if (nextCollider == null)
return;
// // Add an observation for direction of the agent to the next checkpoint.
// var next = (m_CheckpointIndex + 1) % Colliders.Length;
// var nextCollider = Colliders[next];
// if (nextCollider == null)
// return;
var direction = (nextCollider.transform.position - m_Kart.transform.position).normalized;
sensor.AddObservation(Vector3.Dot(m_Kart.Rigidbody.velocity.normalized, direction));
// var direction = (nextCollider.transform.position - m_Kart.transform.position).normalized;
// sensor.AddObservation(Vector3.Dot(m_Kart.Rigidbody.velocity.normalized, direction));
if (ShowRaycasts)
Debug.DrawLine(AgentSensorTransform.position, nextCollider.transform.position, Color.magenta);
// if (ShowRaycasts)
// Debug.DrawLine(AgentSensorTransform.position, nextCollider.transform.position, Color.magenta);
m_LastAccumulatedReward = 0.0f;
m_EndEpisode = false;
for (var i = 0; i < Sensors.Length; i++)
{
var current = Sensors[i];
var xform = current.Transform;
var hit = Physics.Raycast(AgentSensorTransform.position, xform.forward, out var hitInfo,
current.RayDistance, Mask, QueryTriggerInteraction.Ignore);
// m_LastAccumulatedReward = 0.0f;
// m_EndEpisode = false;
// for (var i = 0; i < Sensors.Length; i++)
// {
// var current = Sensors[i];
// var xform = current.Transform;
// var hit = Physics.Raycast(AgentSensorTransform.position, xform.forward, out var hitInfo,
// current.RayDistance, Mask, QueryTriggerInteraction.Ignore);
if (ShowRaycasts)
{
Debug.DrawRay(AgentSensorTransform.position, xform.forward * current.RayDistance, Color.green);
Debug.DrawRay(AgentSensorTransform.position, xform.forward * current.HitValidationDistance,
Color.red);
// if (ShowRaycasts)
// {
// Debug.DrawRay(AgentSensorTransform.position, xform.forward * current.RayDistance, Color.green);
// Debug.DrawRay(AgentSensorTransform.position, xform.forward * current.HitValidationDistance,
// Color.red);
if (hit && hitInfo.distance < current.HitValidationDistance)
{
Debug.DrawRay(hitInfo.point, Vector3.up * 3.0f, Color.blue);
}
}
// if (hit && hitInfo.distance < current.HitValidationDistance)
// {
// Debug.DrawRay(hitInfo.point, Vector3.up * 3.0f, Color.blue);
// }
// }
if (hit)
{
if (hitInfo.distance < current.HitValidationDistance)
{
m_LastAccumulatedReward += HitPenalty;
m_EndEpisode = true;
}
}
// if (hit)
// {
// if (hitInfo.distance < current.HitValidationDistance)
// {
// m_LastAccumulatedReward += HitPenalty;
// m_EndEpisode = true;
// }
// }
sensor.AddObservation(hit ? hitInfo.distance : current.RayDistance);
}
// sensor.AddObservation(hit ? hitInfo.distance : current.RayDistance);
// }
sensor.AddObservation(m_Acceleration);
}
// sensor.AddObservation(m_Acceleration);
// }
public override void OnActionReceived(ActionBuffers actions)
{
base.OnActionReceived(actions);
InterpretDiscreteActions(actions);
// public override void OnActionReceived(ActionBuffers actions)
// {
// base.OnActionReceived(actions);
// InterpretDiscreteActions(actions);
// Find the next checkpoint when registering the current checkpoint that the agent has passed.
var next = (m_CheckpointIndex + 1) % Colliders.Length;
var nextCollider = Colliders[next];
var direction = (nextCollider.transform.position - m_Kart.transform.position).normalized;
var reward = Vector3.Dot(m_Kart.Rigidbody.velocity.normalized, direction);
// // Find the next checkpoint when registering the current checkpoint that the agent has passed.
// var next = (m_CheckpointIndex + 1) % Colliders.Length;
// var nextCollider = Colliders[next];
// var direction = (nextCollider.transform.position - m_Kart.transform.position).normalized;
// var reward = Vector3.Dot(m_Kart.Rigidbody.velocity.normalized, direction);
if (ShowRaycasts) Debug.DrawRay(AgentSensorTransform.position, m_Kart.Rigidbody.velocity, Color.blue);
// if (ShowRaycasts) Debug.DrawRay(AgentSensorTransform.position, m_Kart.Rigidbody.velocity, Color.blue);
// Add rewards if the agent is heading in the right direction
AddReward(reward * TowardsCheckpointReward);
AddReward((m_Acceleration && !m_Brake ? 1.0f : 0.0f) * AccelerationReward);
AddReward(m_Kart.LocalSpeed() * SpeedReward);
}
// // Add rewards if the agent is heading in the right direction
// AddReward(reward * TowardsCheckpointReward);
// AddReward((m_Acceleration && !m_Brake ? 1.0f : 0.0f) * AccelerationReward);
// AddReward(m_Kart.LocalSpeed() * SpeedReward);
// }
public override void OnEpisodeBegin()
{
switch (Mode)
{
case AgentMode.Training:
m_CheckpointIndex = Random.Range(0, Colliders.Length - 1);
var collider = Colliders[m_CheckpointIndex];
transform.localRotation = collider.transform.rotation;
transform.position = collider.transform.position;
m_Kart.Rigidbody.velocity = default;
m_Acceleration = false;
m_Brake = false;
m_Steering = 0f;
break;
default:
break;
}
}
// public override void OnEpisodeBegin()
// {
// switch (Mode)
// {
// case AgentMode.Training:
// m_CheckpointIndex = Random.Range(0, Colliders.Length - 1);
// var collider = Colliders[m_CheckpointIndex];
// transform.localRotation = collider.transform.rotation;
// transform.position = collider.transform.position;
// m_Kart.Rigidbody.velocity = default;
// m_Acceleration = false;
// m_Brake = false;
// m_Steering = 0f;
// break;
// default:
// break;
// }
// }
void InterpretDiscreteActions(ActionBuffers actions)
{
m_Steering = actions.DiscreteActions[0] - 1f;
m_Acceleration = actions.DiscreteActions[1] >= 1.0f;
m_Brake = actions.DiscreteActions[1] < 1.0f;
}
// void InterpretDiscreteActions(ActionBuffers actions)
// {
// m_Steering = actions.DiscreteActions[0] - 1f;
// m_Acceleration = actions.DiscreteActions[1] >= 1.0f;
// m_Brake = actions.DiscreteActions[1] < 1.0f;
// }
public InputData GenerateInput()
{
return new InputData
{
Accelerate = m_Acceleration,
Brake = m_Brake,
TurnInput = m_Steering
};
}
}
}
// public InputData GenerateInput()
// {
// return new InputData
// {
// Accelerate = m_Acceleration,
// Brake = m_Brake,
// TurnInput = m_Steering
// };
// }
// }
// }

View File

@ -381,7 +381,7 @@ namespace KartGame.KartSystems
}
else
{
return Input.Accelerate ? 1.0f : 0.0f;
return Input.Accelerate;
}
}
@ -402,10 +402,10 @@ namespace KartGame.KartSystems
}
// 车辆移动核心逻辑
void MoveVehicle(bool accelerate, bool brake, float turnInput)
void MoveVehicle(float accelerate, bool brake, float turnInput)
{
// 合并加速和刹车输入
float accelInput = (accelerate ? 1.0f : 0.0f) - (brake ? 1.0f : 0.0f);
float accelInput = accelerate - (brake ? 1.0f : 0.0f);
float accelerationCurveCoeff = 5;
Vector3 localVel = transform.InverseTransformVector(Rigidbody.velocity);
@ -424,7 +424,7 @@ namespace KartGame.KartSystems
float accelRamp = Mathf.Lerp(multipliedAccelerationCurve, 1, accelRampT * accelRampT);
// 判定是否正在通过反向输入进行刹车
bool isBraking = (localVelDirectionIsFwd && brake) || (!localVelDirectionIsFwd && accelerate);
bool isBraking = (localVelDirectionIsFwd && brake) || (!localVelDirectionIsFwd && Mathf.Abs(accelerate) > 0.01f);
float finalAccelPower = isBraking ? m_FinalStats.Braking : accelPower;
float finalAcceleration = finalAccelPower * accelRamp;

View File

@ -0,0 +1,21 @@
using UnityEngine;
namespace KartGame.KartSystems
{
public class BTInput : BaseInput
{
public override InputData GenerateInput()
{
return new InputData
{
Accelerate = this.Accelerate,
TurnInput = this.Turn,
Brake = this.Brake,
CurrentGear = this.Gear,
CurrentDrive = this.DriveTrain,
LightsOn = this.Lights,
EngineOn = this.EngineActive
};
}
}
}

View File

@ -0,0 +1,11 @@
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@ -2,11 +2,19 @@
namespace KartGame.KartSystems
{
public enum GearMode { Automatic, Manual, Neutral, Reverse }
public enum DriveTrainMode { ForwardWheelDrive, RearWheelDrive, AllWheelDrive }
[System.Serializable]
public struct InputData
{
public bool Accelerate;
public bool Brake;
public float Accelerate;
public float TurnInput;
public bool Brake;
public GearMode CurrentGear;
public DriveTrainMode CurrentDrive;
public bool LightsOn; //灯光状态
public bool EngineOn; //引擎状态
}
public interface IInput
@ -16,9 +24,49 @@ namespace KartGame.KartSystems
public abstract class BaseInput : MonoBehaviour, IInput
{
/// <summary>
/// Override this function to generate an XY input that can be used to steer and control the car.
/// </summary>
[Header("Basic Controls")]
public float Accelerate;
public float Turn;
public bool Brake;
[Header("Advanced Simulation")]
public GearMode Gear = GearMode.Automatic;
public DriveTrainMode DriveTrain = DriveTrainMode.AllWheelDrive;
public bool Lights;
public bool EngineActive = true;
// --- 基础移动控制 ---
public void SetMovement(float accel, float turn, bool brake)
{
this.Accelerate = accel;
this.Turn = turn;
this.Brake = brake;
}
// --- 档位控制 ---
public void SetGear(GearMode newGear)
{
this.Gear = newGear;
}
// --- 驱动模式控制 ---
public void SetDriveMode(DriveTrainMode newMode)
{
this.DriveTrain = newMode;
}
// --- 灯光控制 ---
public void SetLights(bool state)
{
this.Lights = state;
}
// --- 引擎状态控制 ---
public void SetEngineStatus(bool state)
{
this.EngineActive = state;
}
public abstract InputData GenerateInput();
}
}
}

View File

@ -1,20 +1,20 @@
using UnityEngine;
// using UnityEngine;
namespace KartGame.KartSystems {
// namespace KartGame.KartSystems {
public class KeyboardInput : BaseInput
{
public string TurnInputName = "Horizontal";
public string AccelerateButtonName = "Accelerate";
public string BrakeButtonName = "Brake";
// public class KeyboardInput : BaseInput
// {
// public string TurnInputName = "Horizontal";
// public string AccelerateButtonName = "Accelerate";
// public string BrakeButtonName = "Brake";
public override InputData GenerateInput() {
return new InputData
{
Accelerate = Input.GetButton(AccelerateButtonName),
Brake = Input.GetButton(BrakeButtonName),
TurnInput = Input.GetAxis("Horizontal")
};
}
}
}
// public override InputData GenerateInput() {
// return new InputData
// {
// Accelerate = Input.GetButton(AccelerateButtonName),
// Brake = Input.GetButton(BrakeButtonName),
// TurnInput = Input.GetAxis("Horizontal")
// };
// }
// }
// }

View File

@ -1,7 +1,11 @@
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"GUID:75469ad4d38634e559750d17036d5f7c",
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@ -0,0 +1,19 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace NLD.Nodes
{
[Category("Math")] // 出现在右键菜单的 Math 分类下
[Description("取变量A的绝对值输出变量B")]
public class FloatAbs : ActionTask {
public BBParameter<float> input;
[BlackboardOnly]
public BBParameter<float> result;
protected override void OnExecute() {
result.value = Mathf.Abs(input.value);
EndAction(true);
}
}
}

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@ -0,0 +1,20 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
namespace NLD.Nodes
{
[Category("Math")] // 出现在右键菜单的 Math 分类下
[Description("变量A+变量B输出变量C")]
public class FloatAdd : ActionTask {
public BBParameter<float> A;
public BBParameter<float> B;
[BlackboardOnly]
public BBParameter<float> C;
protected override void OnExecute() {
C.value = A.value + B.value;
EndAction(true); // 瞬间执行完
}
}
}

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@ -0,0 +1,34 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
using UnityEngine.InputSystem;
using KartGame.KartSystems;
namespace NLD.Nodes
{
[Category("VehicleControl")]
[Name("Get Joystick Context")]
[Description("实时提取摇杆 Vector2 并拆分为 X(转向) 和 Y(油门) 输出")]
public class GetJoystickContext : ActionTask
{
[RequiredField]
public BBParameter<InputActionReference> joystickAction;
[BlackboardOnly]
public BBParameter<float> outputX; // 对应转向 (Horizontal)
[BlackboardOnly]
public BBParameter<float> outputY; // 对应油门 (Vertical)
protected override void OnUpdate() {
if (joystickAction.value == null) return;
// 获取当前上下文的 Vector2 坐标
Vector2 pos = joystickAction.value.action.ReadValue<Vector2>();
// 拆分并存入黑板变量
outputX.value = pos.x;
outputY.value = pos.y;
}
}
}

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@ -0,0 +1,41 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using KartGame.KartSystems; // 确保指向你的载具命名空间
namespace NLD.Nodes
{
[Category("VehicleControl")]
[Description("将 NodeCanvas 黑板中的数据实时同步到 BaseInput 抽象层")]
public class SetVehicleInput : ActionTask<BaseInput>
{
[RequiredField]
public BBParameter<float> accelerate;
public BBParameter<float> turn;
public BBParameter<bool> brake;
[Header("档位和传动")]
public BBParameter<GearMode> gear;
public BBParameter<DriveTrainMode> driveMode;
[Header("电气与启停")]
public BBParameter<bool> headlights;
public BBParameter<bool> engineOn;
// OnUpdate 会在行为树运行到该节点时每帧执行
protected override void OnUpdate() {
if (agent == null) return;
// 1. 同步基础移动
agent.SetMovement(accelerate.value, turn.value, brake.value);
// 2. 同步档位与驱动
agent.SetGear(gear.value);
agent.SetDriveMode(driveMode.value);
// 3. 同步其他系统
agent.SetLights(headlights.value);
agent.SetEngineStatus(engineOn.value);
}
}
}

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