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parent de84b2bf48
commit 97ac0f71f5
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace SynapticPro.GOAP
{
/// <summary>
/// Class for debugging and visualizing GOAP AI
/// </summary>
public class GOAPDebugVisualizer : MonoBehaviour
{
[Header("Debug Settings")]
public bool showCurrentGoal = true;
public bool showActionPlan = true;
public bool showWorldState = true;
public bool showDecisionGraph = false;
public bool showPerformanceMetrics = true;
[Header("Visual Settings")]
public Color goalColor = Color.green;
public Color actionColor = Color.blue;
public Color completedActionColor = Color.gray;
public Color failedActionColor = Color.red;
public float debugWindowWidth = 300f;
[Header("Performance")]
public int maxPlanDepth = 10;
public float planningTimeout = 0.1f; // 100ms
// Debug information
private GOAPDebugInfo debugInfo = new GOAPDebugInfo();
private Queue<PlanningMetrics> performanceHistory = new Queue<PlanningMetrics>(100);
// For GUI
private Vector2 scrollPosition;
private bool showDebugWindow = true;
void Start()
{
// Initialize demo data
InitializeDemoData();
}
void Update()
{
// Update debug information
UpdateDebugInfo();
// Performance measurement
if (showPerformanceMetrics && Time.frameCount % 60 == 0)
{
UpdatePerformanceMetrics();
}
}
void OnGUI()
{
if (!showDebugWindow) return;
// Draw debug window
GUILayout.Window(0, new Rect(10, 10, debugWindowWidth, 600), DrawDebugWindow, "GOAP Debug");
// World space visualization
if (showDecisionGraph)
{
DrawDecisionGraphOverlay();
}
}
void OnDrawGizmos()
{
if (!enabled) return;
// Visualize agent's current state
DrawAgentStatus();
// Visualize action execution status
if (showActionPlan)
{
DrawActionPlan();
}
}
private void DrawDebugWindow(int windowID)
{
scrollPosition = GUILayout.BeginScrollView(scrollPosition);
// Current goal
if (showCurrentGoal)
{
GUILayout.Label("=== Current Goal ===", GetBoldLabelStyle());
GUI.color = goalColor;
GUILayout.Label($"Goal: {debugInfo.currentGoal}");
GUILayout.Label($"Priority: {debugInfo.goalPriority}");
GUI.color = Color.white;
GUILayout.Space(10);
}
// Action plan
if (showActionPlan)
{
GUILayout.Label("=== Action Plan ===", GetBoldLabelStyle());
if (debugInfo.currentPlan != null && debugInfo.currentPlan.Count > 0)
{
for (int i = 0; i < debugInfo.currentPlan.Count; i++)
{
var action = debugInfo.currentPlan[i];
GUI.color = GetActionColor(action);
GUILayout.Label($"{i + 1}. {action.name} (Cost: {action.cost})");
if (i == debugInfo.currentActionIndex)
{
GUILayout.Label($" Status: {action.status}");
GUILayout.Label($" Progress: {action.progress:P}");
}
}
GUI.color = Color.white;
GUILayout.Label($"Total Cost: {debugInfo.planCost}");
}
else
{
GUILayout.Label("No active plan");
}
GUILayout.Space(10);
}
// World state
if (showWorldState)
{
GUILayout.Label("=== World State ===", GetBoldLabelStyle());
foreach (var state in debugInfo.worldState)
{
GUILayout.Label($"{state.Key}: {state.Value}");
}
GUILayout.Space(10);
}
// Performance metrics
if (showPerformanceMetrics)
{
GUILayout.Label("=== Performance ===", GetBoldLabelStyle());
GUILayout.Label($"Planning Time: {debugInfo.lastPlanningTime:F3}s");
GUILayout.Label($"Plan Attempts: {debugInfo.planAttempts}");
GUILayout.Label($"Graph Nodes: {debugInfo.graphNodes}");
GUILayout.Label($"Graph Edges: {debugInfo.graphEdges}");
GUILayout.Label($"Memory Usage: {debugInfo.memoryUsage:F2} MB");
// Performance graph
DrawPerformanceGraph();
GUILayout.Space(10);
}
// Control buttons
GUILayout.Label("=== Controls ===", GetBoldLabelStyle());
if (GUILayout.Button("Force Replan"))
{
ForceReplan();
}
if (GUILayout.Button("Clear Plan"))
{
ClearPlan();
}
if (GUILayout.Button("Export Debug Log"))
{
ExportDebugLog();
}
showDecisionGraph = GUILayout.Toggle(showDecisionGraph, "Show Decision Graph");
GUILayout.EndScrollView();
GUI.DragWindow();
}
private void DrawAgentStatus()
{
// Display state at agent position
Vector3 agentPos = transform.position + Vector3.up * 2f;
// Display current goal
if (!string.IsNullOrEmpty(debugInfo.currentGoal))
{
Gizmos.color = goalColor;
DrawString(agentPos, debugInfo.currentGoal, Color.green);
}
// Display current action
if (debugInfo.currentPlan != null && debugInfo.currentActionIndex >= 0 &&
debugInfo.currentActionIndex < debugInfo.currentPlan.Count)
{
var currentAction = debugInfo.currentPlan[debugInfo.currentActionIndex];
Gizmos.color = actionColor;
DrawString(agentPos + Vector3.down * 0.3f, $"Action: {currentAction.name}", actionColor);
}
// Display health bar etc.
if (debugInfo.worldState.ContainsKey("health"))
{
float health = Convert.ToSingle(debugInfo.worldState["health"]);
DrawHealthBar(transform.position + Vector3.up * 1.5f, health / 100f);
}
}
private void DrawActionPlan()
{
if (debugInfo.currentPlan == null) return;
Vector3 startPos = transform.position;
for (int i = 0; i < debugInfo.currentPlan.Count; i++)
{
var action = debugInfo.currentPlan[i];
Vector3 endPos = startPos + Vector3.forward * (i + 1) * 2f;
// Connection lines between actions
Gizmos.color = GetActionColor(action);
Gizmos.DrawLine(startPos, endPos);
// Action nodes
Gizmos.DrawWireSphere(endPos, 0.3f);
startPos = endPos;
}
}
private void DrawDecisionGraphOverlay()
{
// Display decision graph overlay
Rect graphRect = new Rect(Screen.width - 310, 10, 300, 300);
GUI.Box(graphRect, "Decision Graph");
// Graph drawing area
Rect graphArea = new Rect(graphRect.x + 10, graphRect.y + 30, graphRect.width - 20, graphRect.height - 40);
// Temporary graph data
DrawGraph(graphArea, debugInfo);
}
private void DrawGraph(Rect area, GOAPDebugInfo info)
{
// Draw nodes and edges
if (info.graphData != null)
{
foreach (var edge in info.graphData.edges)
{
Vector2 start = NodeToScreenPos(edge.from, area);
Vector2 end = NodeToScreenPos(edge.to, area);
DrawLine(start, end, Color.gray);
}
foreach (var node in info.graphData.nodes)
{
Vector2 pos = NodeToScreenPos(node.position, area);
GUI.color = node.isActive ? actionColor : Color.gray;
GUI.Box(new Rect(pos.x - 20, pos.y - 10, 40, 20), node.name);
}
GUI.color = Color.white;
}
}
private void DrawPerformanceGraph()
{
if (performanceHistory.Count < 2) return;
Rect graphRect = GUILayoutUtility.GetRect(280, 100);
GUI.Box(graphRect, "");
var metrics = performanceHistory.ToArray();
float maxTime = metrics.Max(m => m.planningTime);
for (int i = 1; i < metrics.Length; i++)
{
float x1 = graphRect.x + (i - 1) * graphRect.width / (metrics.Length - 1);
float y1 = graphRect.y + graphRect.height - (metrics[i - 1].planningTime / maxTime) * graphRect.height;
float x2 = graphRect.x + i * graphRect.width / (metrics.Length - 1);
float y2 = graphRect.y + graphRect.height - (metrics[i].planningTime / maxTime) * graphRect.height;
DrawLine(new Vector2(x1, y1), new Vector2(x2, y2), Color.cyan);
}
}
// Helper methods
private Color GetActionColor(ActionDebugInfo action)
{
switch (action.status)
{
case "completed": return completedActionColor;
case "failed": return failedActionColor;
case "executing": return actionColor;
default: return Color.white;
}
}
private void DrawString(Vector3 worldPos, string text, Color color)
{
#if UNITY_EDITOR
Handles.color = color;
Handles.Label(worldPos, text);
#endif
}
private void DrawHealthBar(Vector3 position, float percentage)
{
float width = 1f;
float height = 0.1f;
// Background
Gizmos.color = Color.red;
Gizmos.DrawCube(position, new Vector3(width, height, 0.01f));
// Health bar
Gizmos.color = Color.green;
Gizmos.DrawCube(position - Vector3.right * (width * (1f - percentage) / 2f),
new Vector3(width * percentage, height, 0.01f));
}
private void DrawLine(Vector2 start, Vector2 end, Color color)
{
var temp = GUI.color;
GUI.color = color;
float angle = Mathf.Atan2(end.y - start.y, end.x - start.x) * Mathf.Rad2Deg;
float dist = Vector2.Distance(start, end);
GUIUtility.RotateAroundPivot(angle, start);
GUI.DrawTexture(new Rect(start.x, start.y - 1, dist, 2), Texture2D.whiteTexture);
GUIUtility.RotateAroundPivot(-angle, start);
GUI.color = temp;
}
private Vector2 NodeToScreenPos(Vector2 nodePos, Rect area)
{
return new Vector2(
area.x + nodePos.x * area.width,
area.y + nodePos.y * area.height
);
}
// Initialize demo data
private void InitializeDemoData()
{
debugInfo.currentGoal = "PatrolArea";
debugInfo.goalPriority = 80;
debugInfo.planCost = 4.5f;
debugInfo.currentPlan = new List<ActionDebugInfo>
{
new ActionDebugInfo { name = "MoveTo", cost = 1f, status = "completed", progress = 1f },
new ActionDebugInfo { name = "LookAround", cost = 0.5f, status = "executing", progress = 0.6f },
new ActionDebugInfo { name = "MarkWaypoint", cost = 0.2f, status = "pending", progress = 0f }
};
debugInfo.currentActionIndex = 1;
debugInfo.worldState = new Dictionary<string, object>
{
["health"] = 85,
["has_weapon"] = true,
["enemies_nearby"] = 0,
["patrol_route"] = "defined",
["at_waypoint"] = true
};
debugInfo.graphNodes = 15;
debugInfo.graphEdges = 23;
debugInfo.lastPlanningTime = 0.012f;
debugInfo.planAttempts = 2;
debugInfo.memoryUsage = 1.2f;
// Graph data
debugInfo.graphData = new GraphData
{
nodes = new List<GraphNode>
{
new GraphNode { name = "Start", position = new Vector2(0.1f, 0.5f), isActive = true },
new GraphNode { name = "MoveTo", position = new Vector2(0.3f, 0.3f), isActive = true },
new GraphNode { name = "Attack", position = new Vector2(0.3f, 0.7f), isActive = false },
new GraphNode { name = "Goal", position = new Vector2(0.9f, 0.5f), isActive = false }
},
edges = new List<GraphEdge>
{
new GraphEdge { from = new Vector2(0.1f, 0.5f), to = new Vector2(0.3f, 0.3f) },
new GraphEdge { from = new Vector2(0.1f, 0.5f), to = new Vector2(0.3f, 0.7f) },
new GraphEdge { from = new Vector2(0.3f, 0.3f), to = new Vector2(0.9f, 0.5f) }
}
};
}
private void UpdateDebugInfo()
{
// Get actual GOAPAgent if available
var goapAgent = GetComponent<GOAPAgent>();
if (goapAgent == null) return;
// Update goal info
var currentGoal = goapAgent.CurrentGoal;
if (currentGoal != null)
{
debugInfo.currentGoal = currentGoal.GoalName;
debugInfo.goalPriority = currentGoal.Priority;
}
// Update current action info
var currentAction = goapAgent.CurrentAction;
if (currentAction != null)
{
var existingAction = debugInfo.currentPlan?.FirstOrDefault(a => a.name == currentAction.ActionName);
if (existingAction != null)
{
existingAction.status = "executing";
}
}
// Update world state from agent
if (goapAgent.WorldState != null)
{
var states = goapAgent.WorldState.GetAllStates();
debugInfo.worldState.Clear();
foreach (var kvp in states)
{
debugInfo.worldState[kvp.Key] = kvp.Value;
}
}
// Update plan info
var remainingPlan = goapAgent.GetRemainingPlan();
if (remainingPlan != null && remainingPlan.Count > 0)
{
debugInfo.currentPlan = remainingPlan.Select((a, i) => new ActionDebugInfo
{
name = a.ActionName,
cost = a.Cost,
status = i == 0 ? "executing" : "pending",
progress = i == 0 ? 0.5f : 0f
}).ToList();
debugInfo.currentActionIndex = 0;
debugInfo.planCost = remainingPlan.Sum(a => a.Cost);
}
}
private void UpdatePerformanceMetrics()
{
var metric = new PlanningMetrics
{
timestamp = Time.time,
planningTime = debugInfo.lastPlanningTime,
nodeCount = debugInfo.graphNodes,
memoryUsage = debugInfo.memoryUsage
};
performanceHistory.Enqueue(metric);
if (performanceHistory.Count > 100)
{
performanceHistory.Dequeue();
}
}
private GUIStyle _boldLabelStyle;
private GUIStyle GetBoldLabelStyle()
{
if (_boldLabelStyle == null)
{
_boldLabelStyle = new GUIStyle(GUI.skin.label);
_boldLabelStyle.fontStyle = FontStyle.Bold;
}
return _boldLabelStyle;
}
private void ForceReplan()
{
UnityEngine.Debug.Log("[GOAP Debug] Forcing replan...");
var goapAgent = GetComponent<GOAPAgent>();
if (goapAgent != null)
{
goapAgent.ForceReplan();
}
}
private void ClearPlan()
{
UnityEngine.Debug.Log("[GOAP Debug] Clearing current plan...");
debugInfo.currentPlan?.Clear();
debugInfo.currentActionIndex = -1;
}
private void ExportDebugLog()
{
string log = GenerateDebugLog();
string path = $"Assets/GOAP_Debug_{DateTime.Now:yyyyMMdd_HHmmss}.txt";
System.IO.File.WriteAllText(path, log);
UnityEngine.Debug.Log($"[GOAP Debug] Exported debug log to: {path}");
#if UNITY_EDITOR
AssetDatabase.Refresh();
#endif
}
private string GenerateDebugLog()
{
var log = new System.Text.StringBuilder();
log.AppendLine($"GOAP Debug Log - {DateTime.Now}");
log.AppendLine("=====================================");
log.AppendLine($"Agent: {gameObject.name}");
log.AppendLine($"Current Goal: {debugInfo.currentGoal}");
log.AppendLine($"Goal Priority: {debugInfo.goalPriority}");
log.AppendLine("\nCurrent Plan:");
if (debugInfo.currentPlan != null)
{
foreach (var action in debugInfo.currentPlan)
{
log.AppendLine($" - {action.name} (Cost: {action.cost}, Status: {action.status})");
}
}
log.AppendLine("\nWorld State:");
foreach (var state in debugInfo.worldState)
{
log.AppendLine($" - {state.Key}: {state.Value}");
}
log.AppendLine($"\nPerformance Metrics:");
log.AppendLine($" - Planning Time: {debugInfo.lastPlanningTime:F3}s");
log.AppendLine($" - Graph Nodes: {debugInfo.graphNodes}");
log.AppendLine($" - Memory Usage: {debugInfo.memoryUsage:F2} MB");
return log.ToString();
}
}
// Debug information structure
[System.Serializable]
public class GOAPDebugInfo
{
public string currentGoal;
public float goalPriority;
public List<ActionDebugInfo> currentPlan;
public int currentActionIndex;
public Dictionary<string, object> worldState = new Dictionary<string, object>();
public float planCost;
public float lastPlanningTime;
public int planAttempts;
public int graphNodes;
public int graphEdges;
public float memoryUsage;
public GraphData graphData;
}
[System.Serializable]
public class ActionDebugInfo
{
public string name;
public float cost;
public string status; // pending, executing, completed, failed
public float progress; // 0-1
}
[System.Serializable]
public class PlanningMetrics
{
public float timestamp;
public float planningTime;
public int nodeCount;
public float memoryUsage;
}
[System.Serializable]
public class GraphData
{
public List<GraphNode> nodes = new List<GraphNode>();
public List<GraphEdge> edges = new List<GraphEdge>();
}
[System.Serializable]
public class GraphNode
{
public string name;
public Vector2 position;
public bool isActive;
}
[System.Serializable]
public class GraphEdge
{
public Vector2 from;
public Vector2 to;
}
}