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EmeraidAI/README.md
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描述

Emerald AI 2025 是一个完全重写和重新设计的通用 AI 框架,适用于各种 AI 和游戏类型。其多组件设计使开发人员能够灵活地仅使用他们需要的功能并允许有组织且易于管理的工作流程。Emerald AI 经过广泛的测试,为您提供可靠、精致的感觉 AI。


有关 Emerald AI 3.0 和 Emerald AI 2025 之间一些差异的简要概述,请参阅此处


均支持 Unity 2020、Unity 2021、Unity 2022、Unity 2023 和 Unity 6


演示 |文档 |路线图 |不和


对于 URP 或 HDRP 支持,用户只需将材质转换为所需的渲染管线。


新增功能!击退模块

击退模块使AI能够通过技能击退其他AI。用户还可以使用随附的 API 通过角色控制器的攻击击退 AI。


新增功能!盖组件

掩体组件使AI能够搜索掩体节点并利用其位置进行掩护和攻击。


免费更新

一旦您拥有 Emerald AI 2025您将永远无需付费更新。所有未来的更新即使是重大更新2026 年、2027 年等),都将始终免费


演示场景

包含 24 个示例场景,每个场景都展示了一个特定的特性或功能。


设置管理器

设置管理器使 AI 设置过程变得简单,并允许用户指定他们想要添加到要创建的 AI 中的组件。这由两个列表组成;一个是必需组件,一个是可选组件。这允许用户只使用他们想要使用的功能和组件,这样他们就不必管理或担心那些他们不想使用的功能和组件。


动画查看器

Animation Viewer 允许用户直接在 Unity Editor 的场景中快速实时查看 AI 的动画,包括时间轴、滑块和各种设置。动画来自 AI 的 Animation Profile如下所述其所有动画都存储在其中。此扩展还允许用户使用 Emerald AI 预设事件列表快速创建动画事件。选择所需的 Animation Event动画事件在时间轴上找到所需的时间然后按下 Create Animation Event创建动画事件按钮时将创建一个事件并根据所选事件自动填充大部分信息。工具提示还将解释每个事件的作用以及参数的职责。


动画配置文件

动画配置文件是包含所有AI动画和动画师的对象。每次应用动画时它都会更新附加的动画器因此用户不必手动应用它们。它们还可以在多个 AI 之间共享!


AI复印机

AI Duplicator 允许用户从一个 AI 复制设置并将其应用于其他 AI。这可以是所有组件或单个组件。对于具有相同名称骨骼的 AI这还允许用户根据需要复制复杂的设置例如 Inverse Kinematics 以及 AI 的所有人偶组件和碰撞器。这允许在几秒钟内创建许多 AI从而节省大量开发时间。


文档

Emerald AI 2025 Wiki 是一个专门用于文档的完整网站。它涵盖了每个组件和功能,以及指南和教程,以确保用户充分利用 Emerald AI 的全部功能。它还使用在 Emerald AI Wiki 上训练的 OpenAI 来帮助生成您可能遇到的支持问题的答案。


Footstep Detection

The Footsteps Component gives AI the ability to play footstep sounds and effects based on the detected surfaces. Surfaces can be customized through Footstep Surface Objects. Both textures from Unity Terrains and tags from game objects can be used.


Modular Combat Actions

Combat Actions are modular actions an AI can use while in combat. The included Combat Actions (dodge, block, strafe, switch target, and more) were all created using this modular system. Users can also code their own custom Combat Actions, if desired.


Strafing Support

The optional ability for AI to strafe around their targets and generate attacks helping them catch their targets off-guard.


Reactive Dodging Support

The optional ability for AI to detect and dodge incoming projectiles and melee attacks, when within range of an enemy. This also works for player attacks.


Reactive Blocking Support

The optional ability for AI to detect and block projectiles and melee attacks, when within range of an enemy. This also works for player attacks.


Recoiling Support

The optional ability for AI to play a recoiling animation if a target blocks during an attack.


Weapon Collision Support

The Weapon Collision Component allows an AI's weapon's collider to deal damage to targets. This can also be used for other collision-based attacks like an AI hitting their targets with their bodies or a charge attack.


Multiple Weapon Type Support

Allows AI to switch between two weapon types. This can be two ranged weapons, two melee weapons, or a combination of both. How an AI switches its weapon type can be based on distance from their target or by time.


Modular Abilities

Modular Abilities allow users to modify various modules to help create many different kinds of abilities, spells, attacks, and more. There are 11 included ability categories (Bullets, Grenades, Melee, Ground Projectiles, Area of Effect, Aerial Projectiles, General Projectiles, Teleporting, Arrow Projectiles, Healing, and Summoning) with more coming with each update. All users have to do is supply their own particle/sound effects and Emerald AI will handle everything else through its ability editors. Users can also program their own abilities by either using some of the included modules or by creating their own entirely.


Sound Detection

The Sound Detection Component gives AI the ability to hear unseen targets. When player targets enter an AI's Detection Radius, their movement and velocity are tracked to simulate noise levels. If a player is moving fast enough, it will increase an AI's Threat Amount which will trigger a list of modular user set reactions.


Location Based Damage

Allows internal colliders on an AI to receive damage and have customizable damage multipliers, such as headshot doing more damage than hits to limbs.


Create Any AI

Create any kind of AI such as AI with guns, punishing bosses, guards, villagers, mages, archers, bandits, creatures, animals/wildlife, zombies, companions, pets, hovering robots, and so much more.


Built-in Combat Text System

The optional global Combat Text Manager allows damage to be displayed via damage text UI around targets. There's tons of customization options and several options for how the damage text is animated.


Root Motion Support

Root Motion supported allowing an AI's movement to be driven by their animations.


Inverse Kinematics

The Inverse Kinematics (IK) Component gives AI the ability to look at targets with their head, body, and weapon. It also allows hand placements on two handed weapons, if desired. Both Generic and Humanoid Animation Types are supported.


Behaviors

The Behavior Component controls how an AI will react to detected targets. Aggressive, Coward, Companion, Cautious, Pet, and Passive AI are all possible. If desired, users can also code their own behaviors by overriding various functions.


Line of Sight

Allows AI to only attack or flee from targets that are within their line of sight. This also keeps AI from being able to detect targets through walls or objects.


Built-in UI

The UI Component allows AI to have health bars, display an AI's name and level, and combat text. The settings allow users to customize the color, images, size, and position. The UI system will automatically apply your settings and rotate towards your player's camera as needed.


Built-in Waypoint System

The Waypoint System allows users to set a series of waypoints for an AI to follow/patrol. AI will still react to targets using their behaviors while following their waypoint paths and continue to follow them after their target has been killed or escaped. Waypoints can be set, added, manipulated, and cleared all from within the Emerald AI Editor using custom handles and icons.


Built-in Object Pooling

All objects created with Emerald AI are created from an object pool so objects are recycled and not instantiated. The object pool can automatically expand when needed and can be used for custom code.


Built-in Events

The Events Component has 18 Unity Events for added functionality. Events can be used to call custom code or Emerald AI's own API.


Built-in Slope Alignment

The optional Alignment feature will align AI to the slope angles of the terrain and other surfaces. Users can specify the speed and maximum angle amounts.


Ragdoll Support

Emerald AI supports ragdolls and can seamlessly transition between an AI's current animation and their ragdoll on death.


Auto Optimization System

The Optimization Component optimizes AI by disabling certain scripts and functionality when an AI's model is culled or not visible. There is also an option to use an LOD Group for AI who have multiple levels or portions of meshes.


Powerful Easy to Use Editors

Everything is explained right from within each editor via tooltips and help boxes.


Animations

Emerald AI supports over 100 animations an AI can use, allows users to change an AI's animations right from within the Animation Profile editor, and will automatically create and update an AI's Animator Controller. Each animation has its own animation speed control. Emerald's Animation Events allow for perfectly timed attacks and added functionality.


Note: Emerald AI 2025 includes the Villager Motions Free and Basic Motion Free animations from Kevin Iglesias. These are located in the Demo folder of Emerald AI.


Assets from the Boss Fight, Bullets and Grenades, and Healing and Summoning Demo videos are not included.

要开始使用,建议您使用随附的 EmeraldGeneralTargetBridge 脚本。此脚本可以附加到任何游戏对象(包括玩家),这样就可以正确检测它并接收来自 AI 的伤害调用。

将 EmeraldGeneralTargetBridge 组件添加到您的播放器中。这样做后,它将添加 2 个额外的组件;一个阵营扩展和一个目标位置修饰符。

注意: 如果您创建了自定义播放器桥脚本,则还将添加 Faction Extension 和 Target Position Modifier 脚本。如果您使用的是自定义播放器桥接脚本,则不需要存在 EmeraldGeneralTargetBridge。

Faction Extension 允许您指定玩家将属于的派系。在本指南中,我们将使用 Player 派系。

Target Position Modifier 的工作方式与 AI 完全相同。您只需应用一个转换源,该源将用作其他目标的目标点。有关此设置的详细指南,请参阅 Target Position Modifier 部分。

确保为播放器设置标签和图层。这些取决于项目并且取决于您正在使用的角色控制器。确保将它们添加到AI的检测层和玩家标签的检测检测组件中。

你的玩家对象现在应该能够被其他AI检测到并通过EmeraldGeneralTargetBridge脚本受到伤害。如果你想直接损坏自定义玩家控制器的生命值则需要创建一个自定义脚本。有关这方面的指南请参阅损坏自定义角色控制器部分。