97ac0f71f5
https://assetstore.unity.com/packages/tools/generative-ai/synaptic-ai-pro-natural-language-control-for-unity-336030
592 lines
21 KiB
C#
592 lines
21 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace SynapticPro.GOAP
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{
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/// <summary>
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/// Class for debugging and visualizing GOAP AI
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/// </summary>
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public class GOAPDebugVisualizer : MonoBehaviour
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{
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[Header("Debug Settings")]
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public bool showCurrentGoal = true;
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public bool showActionPlan = true;
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public bool showWorldState = true;
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public bool showDecisionGraph = false;
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public bool showPerformanceMetrics = true;
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[Header("Visual Settings")]
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public Color goalColor = Color.green;
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public Color actionColor = Color.blue;
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public Color completedActionColor = Color.gray;
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public Color failedActionColor = Color.red;
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public float debugWindowWidth = 300f;
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[Header("Performance")]
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public int maxPlanDepth = 10;
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public float planningTimeout = 0.1f; // 100ms
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// Debug information
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private GOAPDebugInfo debugInfo = new GOAPDebugInfo();
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private Queue<PlanningMetrics> performanceHistory = new Queue<PlanningMetrics>(100);
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// For GUI
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private Vector2 scrollPosition;
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private bool showDebugWindow = true;
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void Start()
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{
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// Initialize demo data
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InitializeDemoData();
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}
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void Update()
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{
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// Update debug information
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UpdateDebugInfo();
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// Performance measurement
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if (showPerformanceMetrics && Time.frameCount % 60 == 0)
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{
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UpdatePerformanceMetrics();
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}
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}
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void OnGUI()
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{
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if (!showDebugWindow) return;
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// Draw debug window
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GUILayout.Window(0, new Rect(10, 10, debugWindowWidth, 600), DrawDebugWindow, "GOAP Debug");
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// World space visualization
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if (showDecisionGraph)
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{
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DrawDecisionGraphOverlay();
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}
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}
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void OnDrawGizmos()
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{
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if (!enabled) return;
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// Visualize agent's current state
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DrawAgentStatus();
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// Visualize action execution status
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if (showActionPlan)
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{
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DrawActionPlan();
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}
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}
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private void DrawDebugWindow(int windowID)
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{
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scrollPosition = GUILayout.BeginScrollView(scrollPosition);
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// Current goal
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if (showCurrentGoal)
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{
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GUILayout.Label("=== Current Goal ===", GetBoldLabelStyle());
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GUI.color = goalColor;
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GUILayout.Label($"Goal: {debugInfo.currentGoal}");
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GUILayout.Label($"Priority: {debugInfo.goalPriority}");
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GUI.color = Color.white;
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GUILayout.Space(10);
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}
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// Action plan
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if (showActionPlan)
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{
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GUILayout.Label("=== Action Plan ===", GetBoldLabelStyle());
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if (debugInfo.currentPlan != null && debugInfo.currentPlan.Count > 0)
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{
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for (int i = 0; i < debugInfo.currentPlan.Count; i++)
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{
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var action = debugInfo.currentPlan[i];
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GUI.color = GetActionColor(action);
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GUILayout.Label($"{i + 1}. {action.name} (Cost: {action.cost})");
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if (i == debugInfo.currentActionIndex)
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{
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GUILayout.Label($" Status: {action.status}");
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GUILayout.Label($" Progress: {action.progress:P}");
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}
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}
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GUI.color = Color.white;
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GUILayout.Label($"Total Cost: {debugInfo.planCost}");
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}
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else
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{
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GUILayout.Label("No active plan");
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}
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GUILayout.Space(10);
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}
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// World state
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if (showWorldState)
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{
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GUILayout.Label("=== World State ===", GetBoldLabelStyle());
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foreach (var state in debugInfo.worldState)
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{
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GUILayout.Label($"{state.Key}: {state.Value}");
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}
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GUILayout.Space(10);
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}
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// Performance metrics
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if (showPerformanceMetrics)
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{
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GUILayout.Label("=== Performance ===", GetBoldLabelStyle());
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GUILayout.Label($"Planning Time: {debugInfo.lastPlanningTime:F3}s");
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GUILayout.Label($"Plan Attempts: {debugInfo.planAttempts}");
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GUILayout.Label($"Graph Nodes: {debugInfo.graphNodes}");
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GUILayout.Label($"Graph Edges: {debugInfo.graphEdges}");
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GUILayout.Label($"Memory Usage: {debugInfo.memoryUsage:F2} MB");
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// Performance graph
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DrawPerformanceGraph();
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GUILayout.Space(10);
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}
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// Control buttons
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GUILayout.Label("=== Controls ===", GetBoldLabelStyle());
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if (GUILayout.Button("Force Replan"))
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{
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ForceReplan();
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}
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if (GUILayout.Button("Clear Plan"))
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{
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ClearPlan();
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}
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if (GUILayout.Button("Export Debug Log"))
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{
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ExportDebugLog();
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}
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showDecisionGraph = GUILayout.Toggle(showDecisionGraph, "Show Decision Graph");
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GUILayout.EndScrollView();
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GUI.DragWindow();
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}
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private void DrawAgentStatus()
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{
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// Display state at agent position
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Vector3 agentPos = transform.position + Vector3.up * 2f;
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// Display current goal
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if (!string.IsNullOrEmpty(debugInfo.currentGoal))
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{
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Gizmos.color = goalColor;
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DrawString(agentPos, debugInfo.currentGoal, Color.green);
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}
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// Display current action
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if (debugInfo.currentPlan != null && debugInfo.currentActionIndex >= 0 &&
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debugInfo.currentActionIndex < debugInfo.currentPlan.Count)
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{
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var currentAction = debugInfo.currentPlan[debugInfo.currentActionIndex];
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Gizmos.color = actionColor;
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DrawString(agentPos + Vector3.down * 0.3f, $"Action: {currentAction.name}", actionColor);
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}
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// Display health bar etc.
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if (debugInfo.worldState.ContainsKey("health"))
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{
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float health = Convert.ToSingle(debugInfo.worldState["health"]);
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DrawHealthBar(transform.position + Vector3.up * 1.5f, health / 100f);
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}
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}
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private void DrawActionPlan()
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{
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if (debugInfo.currentPlan == null) return;
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Vector3 startPos = transform.position;
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for (int i = 0; i < debugInfo.currentPlan.Count; i++)
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{
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var action = debugInfo.currentPlan[i];
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Vector3 endPos = startPos + Vector3.forward * (i + 1) * 2f;
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// Connection lines between actions
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Gizmos.color = GetActionColor(action);
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Gizmos.DrawLine(startPos, endPos);
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// Action nodes
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Gizmos.DrawWireSphere(endPos, 0.3f);
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startPos = endPos;
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}
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}
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private void DrawDecisionGraphOverlay()
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{
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// Display decision graph overlay
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Rect graphRect = new Rect(Screen.width - 310, 10, 300, 300);
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GUI.Box(graphRect, "Decision Graph");
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// Graph drawing area
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Rect graphArea = new Rect(graphRect.x + 10, graphRect.y + 30, graphRect.width - 20, graphRect.height - 40);
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// Temporary graph data
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DrawGraph(graphArea, debugInfo);
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}
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private void DrawGraph(Rect area, GOAPDebugInfo info)
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{
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// Draw nodes and edges
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if (info.graphData != null)
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{
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foreach (var edge in info.graphData.edges)
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{
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Vector2 start = NodeToScreenPos(edge.from, area);
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Vector2 end = NodeToScreenPos(edge.to, area);
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DrawLine(start, end, Color.gray);
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}
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foreach (var node in info.graphData.nodes)
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{
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Vector2 pos = NodeToScreenPos(node.position, area);
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GUI.color = node.isActive ? actionColor : Color.gray;
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GUI.Box(new Rect(pos.x - 20, pos.y - 10, 40, 20), node.name);
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}
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GUI.color = Color.white;
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}
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}
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private void DrawPerformanceGraph()
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{
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if (performanceHistory.Count < 2) return;
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Rect graphRect = GUILayoutUtility.GetRect(280, 100);
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GUI.Box(graphRect, "");
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var metrics = performanceHistory.ToArray();
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float maxTime = metrics.Max(m => m.planningTime);
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for (int i = 1; i < metrics.Length; i++)
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{
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float x1 = graphRect.x + (i - 1) * graphRect.width / (metrics.Length - 1);
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float y1 = graphRect.y + graphRect.height - (metrics[i - 1].planningTime / maxTime) * graphRect.height;
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float x2 = graphRect.x + i * graphRect.width / (metrics.Length - 1);
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float y2 = graphRect.y + graphRect.height - (metrics[i].planningTime / maxTime) * graphRect.height;
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DrawLine(new Vector2(x1, y1), new Vector2(x2, y2), Color.cyan);
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}
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}
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// Helper methods
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private Color GetActionColor(ActionDebugInfo action)
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{
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switch (action.status)
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{
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case "completed": return completedActionColor;
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case "failed": return failedActionColor;
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case "executing": return actionColor;
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default: return Color.white;
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}
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}
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private void DrawString(Vector3 worldPos, string text, Color color)
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{
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#if UNITY_EDITOR
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Handles.color = color;
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Handles.Label(worldPos, text);
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#endif
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}
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private void DrawHealthBar(Vector3 position, float percentage)
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{
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float width = 1f;
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float height = 0.1f;
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// Background
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Gizmos.color = Color.red;
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Gizmos.DrawCube(position, new Vector3(width, height, 0.01f));
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// Health bar
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Gizmos.color = Color.green;
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Gizmos.DrawCube(position - Vector3.right * (width * (1f - percentage) / 2f),
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new Vector3(width * percentage, height, 0.01f));
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}
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private void DrawLine(Vector2 start, Vector2 end, Color color)
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{
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var temp = GUI.color;
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GUI.color = color;
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float angle = Mathf.Atan2(end.y - start.y, end.x - start.x) * Mathf.Rad2Deg;
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float dist = Vector2.Distance(start, end);
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GUIUtility.RotateAroundPivot(angle, start);
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GUI.DrawTexture(new Rect(start.x, start.y - 1, dist, 2), Texture2D.whiteTexture);
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GUIUtility.RotateAroundPivot(-angle, start);
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GUI.color = temp;
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}
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private Vector2 NodeToScreenPos(Vector2 nodePos, Rect area)
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{
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return new Vector2(
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area.x + nodePos.x * area.width,
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area.y + nodePos.y * area.height
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);
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}
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// Initialize demo data
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private void InitializeDemoData()
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{
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debugInfo.currentGoal = "PatrolArea";
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debugInfo.goalPriority = 80;
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debugInfo.planCost = 4.5f;
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debugInfo.currentPlan = new List<ActionDebugInfo>
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{
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new ActionDebugInfo { name = "MoveTo", cost = 1f, status = "completed", progress = 1f },
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new ActionDebugInfo { name = "LookAround", cost = 0.5f, status = "executing", progress = 0.6f },
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new ActionDebugInfo { name = "MarkWaypoint", cost = 0.2f, status = "pending", progress = 0f }
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};
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debugInfo.currentActionIndex = 1;
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debugInfo.worldState = new Dictionary<string, object>
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{
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["health"] = 85,
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["has_weapon"] = true,
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["enemies_nearby"] = 0,
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["patrol_route"] = "defined",
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["at_waypoint"] = true
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};
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debugInfo.graphNodes = 15;
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debugInfo.graphEdges = 23;
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debugInfo.lastPlanningTime = 0.012f;
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debugInfo.planAttempts = 2;
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debugInfo.memoryUsage = 1.2f;
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// Graph data
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debugInfo.graphData = new GraphData
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{
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nodes = new List<GraphNode>
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{
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new GraphNode { name = "Start", position = new Vector2(0.1f, 0.5f), isActive = true },
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new GraphNode { name = "MoveTo", position = new Vector2(0.3f, 0.3f), isActive = true },
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new GraphNode { name = "Attack", position = new Vector2(0.3f, 0.7f), isActive = false },
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new GraphNode { name = "Goal", position = new Vector2(0.9f, 0.5f), isActive = false }
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},
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edges = new List<GraphEdge>
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{
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new GraphEdge { from = new Vector2(0.1f, 0.5f), to = new Vector2(0.3f, 0.3f) },
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new GraphEdge { from = new Vector2(0.1f, 0.5f), to = new Vector2(0.3f, 0.7f) },
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new GraphEdge { from = new Vector2(0.3f, 0.3f), to = new Vector2(0.9f, 0.5f) }
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}
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};
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}
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private void UpdateDebugInfo()
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{
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// Get actual GOAPAgent if available
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var goapAgent = GetComponent<GOAPAgent>();
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if (goapAgent == null) return;
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// Update goal info
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var currentGoal = goapAgent.CurrentGoal;
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if (currentGoal != null)
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{
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debugInfo.currentGoal = currentGoal.GoalName;
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debugInfo.goalPriority = currentGoal.Priority;
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}
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// Update current action info
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var currentAction = goapAgent.CurrentAction;
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if (currentAction != null)
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{
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var existingAction = debugInfo.currentPlan?.FirstOrDefault(a => a.name == currentAction.ActionName);
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if (existingAction != null)
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{
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existingAction.status = "executing";
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}
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}
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// Update world state from agent
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if (goapAgent.WorldState != null)
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{
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var states = goapAgent.WorldState.GetAllStates();
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debugInfo.worldState.Clear();
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foreach (var kvp in states)
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{
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debugInfo.worldState[kvp.Key] = kvp.Value;
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}
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}
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// Update plan info
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var remainingPlan = goapAgent.GetRemainingPlan();
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if (remainingPlan != null && remainingPlan.Count > 0)
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{
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debugInfo.currentPlan = remainingPlan.Select((a, i) => new ActionDebugInfo
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{
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name = a.ActionName,
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cost = a.Cost,
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status = i == 0 ? "executing" : "pending",
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progress = i == 0 ? 0.5f : 0f
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}).ToList();
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debugInfo.currentActionIndex = 0;
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debugInfo.planCost = remainingPlan.Sum(a => a.Cost);
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}
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}
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private void UpdatePerformanceMetrics()
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{
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var metric = new PlanningMetrics
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{
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timestamp = Time.time,
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planningTime = debugInfo.lastPlanningTime,
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nodeCount = debugInfo.graphNodes,
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memoryUsage = debugInfo.memoryUsage
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};
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performanceHistory.Enqueue(metric);
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if (performanceHistory.Count > 100)
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{
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performanceHistory.Dequeue();
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}
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}
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private GUIStyle _boldLabelStyle;
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private GUIStyle GetBoldLabelStyle()
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{
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if (_boldLabelStyle == null)
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{
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_boldLabelStyle = new GUIStyle(GUI.skin.label);
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_boldLabelStyle.fontStyle = FontStyle.Bold;
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}
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return _boldLabelStyle;
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}
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private void ForceReplan()
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{
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UnityEngine.Debug.Log("[GOAP Debug] Forcing replan...");
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var goapAgent = GetComponent<GOAPAgent>();
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if (goapAgent != null)
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{
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goapAgent.ForceReplan();
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}
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}
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private void ClearPlan()
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{
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UnityEngine.Debug.Log("[GOAP Debug] Clearing current plan...");
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debugInfo.currentPlan?.Clear();
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debugInfo.currentActionIndex = -1;
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}
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private void ExportDebugLog()
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{
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string log = GenerateDebugLog();
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string path = $"Assets/GOAP_Debug_{DateTime.Now:yyyyMMdd_HHmmss}.txt";
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System.IO.File.WriteAllText(path, log);
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UnityEngine.Debug.Log($"[GOAP Debug] Exported debug log to: {path}");
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#if UNITY_EDITOR
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AssetDatabase.Refresh();
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#endif
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}
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private string GenerateDebugLog()
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{
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var log = new System.Text.StringBuilder();
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log.AppendLine($"GOAP Debug Log - {DateTime.Now}");
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log.AppendLine("=====================================");
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log.AppendLine($"Agent: {gameObject.name}");
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log.AppendLine($"Current Goal: {debugInfo.currentGoal}");
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log.AppendLine($"Goal Priority: {debugInfo.goalPriority}");
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log.AppendLine("\nCurrent Plan:");
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if (debugInfo.currentPlan != null)
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{
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foreach (var action in debugInfo.currentPlan)
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{
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log.AppendLine($" - {action.name} (Cost: {action.cost}, Status: {action.status})");
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}
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}
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log.AppendLine("\nWorld State:");
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foreach (var state in debugInfo.worldState)
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{
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log.AppendLine($" - {state.Key}: {state.Value}");
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}
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log.AppendLine($"\nPerformance Metrics:");
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log.AppendLine($" - Planning Time: {debugInfo.lastPlanningTime:F3}s");
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log.AppendLine($" - Graph Nodes: {debugInfo.graphNodes}");
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log.AppendLine($" - Memory Usage: {debugInfo.memoryUsage:F2} MB");
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return log.ToString();
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}
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}
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// Debug information structure
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[System.Serializable]
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public class GOAPDebugInfo
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{
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public string currentGoal;
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public float goalPriority;
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public List<ActionDebugInfo> currentPlan;
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public int currentActionIndex;
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public Dictionary<string, object> worldState = new Dictionary<string, object>();
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public float planCost;
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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;
|
|
}
|
|
} |