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public class DeepSeekDialogueManager : MonoBehaviour
{
/// API配置
[Header("API设置")]
[SerializeField] private string apiKey = "apiKey";// DeepSeek API密钥
[SerializeField] private string modelName = "deepseek-v3-250324";// 使用的模型名称
[SerializeField] private string apiUrl = "https://ark.cn-beijing.volces.com/api/v3/chat/completions";// API请求地址
// 对话参数
[Header("对话参数")]
/*
技术问答 / 代码生成 0.1~0.3 答案精准,避免歧义
客服对话 / 邮件撰写 0.4~0.6 平衡专业性和自然度
创意写作 / 营销文案 0.7~0.9 输出更生动,但需人工审核
探索性场景(如诗歌生成) ≥1.0 高风险,可能产生无意义内容
*/
[Range(0, 2)] public float temperature = 0.5f;// 控制生成文本的随机性(0-1,值越高越随机)
[Range(1, 1000)] public int maxTokens = 150;// 生成的最大令牌数(控制回复长度)
// 角色设定
[System.Serializable]
public class NPCCharacter
{
public string name;
public string personalityPrompt = "你是一个喜欢怼人的智能机器人";// 角色设定提示词
}
[SerializeField] public NPCCharacter npcCharacter;
// 回调委托,用于异步处理API响应
public delegate void DialogueCallback(string response, bool isSuccess);
/// <summary>
/// 发送对话请求
/// </summary>
/// <param name="userMessage">玩家的输入内容</param>
/// <param name="callback">回调函数,用于处理API响应</param>
public void SendDialogueRequest(string userMessage, DialogueCallback callback)
{
StartCoroutine(ProcessDialogueRequest(userMessage, callback));
}
/// <summary>
/// 处理对话请求的协程
/// </summary>
/// <param name="userInput">玩家的输入内容</param>
/// <param name="callback">回调函数,用于处理API响应</param>
private IEnumerator ProcessDialogueRequest(string userInput, DialogueCallback callback)
{
// 构建消息列表,包含系统提示和用户输入
List<Message> messages = new List<Message>
{
new Message { role = "system", content = npcCharacter.personalityPrompt },// 系统角色设定
new Message { role = "user", content = userInput }// 用户输入
};
// 构建请求体
ChatRequest requestBody = new ChatRequest
{
model = modelName,// 模型名称
messages = messages,// 消息列表
temperature = temperature,// 温度参数
max_tokens = maxTokens// 最大令牌数
};
string jsonBody = JsonUtility.ToJson(requestBody);
//Debug.Log("Sending JSON: " + jsonBody); // 调试用,打印发送的JSON数据
UnityWebRequest request = CreateWebRequest(jsonBody);
yield return request.SendWebRequest();
if (IsRequestError(request))
{
Debug.LogError($"API Error: {request.responseCode}\n{request.downloadHandler.text}");
callback?.Invoke(null, false);
yield break;
}
DeepSeekResponse response = ParseResponse(request.downloadHandler.text);
if (response != null && response.choices.Length > 0)
{
string npcReply = response.choices[0].message.content;
npcReply = npcReply.TrimStart();
//Debug.Log($"NPC回复:{npcReply}");
callback?.Invoke(npcReply, true);
}
else
{
callback?.Invoke(name + "(陷入沉默)", false);
}
}
/// <summary>
/// 创建UnityWebRequest对象
/// </summary>
/// <param name="jsonBody">请求体的JSON字符串</param>
/// <returns>配置好的UnityWebRequest对象</returns>
private UnityWebRequest CreateWebRequest(string jsonBody)
{
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonBody);
var request = new UnityWebRequest(apiUrl, "POST");
request.uploadHandler = new UploadHandlerRaw(bodyRaw);// 设置上传处理器
request.downloadHandler = new DownloadHandlerBuffer();// 设置下载处理器
request.SetRequestHeader("Content-Type", "application/json");// 设置请求头
request.SetRequestHeader("Authorization", $"Bearer {apiKey}");// 设置认证头
request.SetRequestHeader("Accept", "application/json");// 设置接受类型
return request;
}
/// <summary>
/// 检查请求是否出错
/// </summary>
private bool IsRequestError(UnityWebRequest request)
{
return request.result == UnityWebRequest.Result.ConnectionError ||
request.result == UnityWebRequest.Result.ProtocolError ||
request.result == UnityWebRequest.Result.DataProcessingError;
}
/// <summary>
/// 解析API响应
/// </summary>
/// <param name="jsonResponse">API响应的JSON字符串</param>
/// <returns>解析后的DeepSeekResponse对象</returns>
private DeepSeekResponse ParseResponse(string jsonResponse)
{
try
{
return JsonUtility.FromJson<DeepSeekResponse>(jsonResponse);
}
catch (System.Exception e)
{
Debug.LogError($"JSON解析失败: {e.Message}\n响应内容:{jsonResponse}");
return null;
}
}
// 可序列化数据结构
[System.Serializable]
private class ChatRequest
{
public string model;// 模型名称
public List<Message> messages;// 消息列表
public float temperature;// 温度参数
public int max_tokens;// 最大令牌数
}
[System.Serializable]
public class Message
{
public string role;// 角色(system/user/assistant)
public string content;// 消息内容
}
[System.Serializable]
private class DeepSeekResponse
{
public Choice[] choices;// 生成的选择列表
}
[System.Serializable]
private class Choice
{
public Message message;// 生成的消息
}
}
public class NPCInteraction : MonoBehaviour
{
//引用和配置
[Header("References")]
[SerializeField] private DeepSeekDialogueManager dialogueManager;//对话管理器
[SerializeField] private InputField inputField;//玩家问题输入框
[SerializeField] private Text dialogueText;//角色回复的文本内容
[SerializeField] private GameObject delayText;//等待
[SerializeField] private Transform content;//对话内容的父物体
private string characterName;
[Header("Settings")]
[SerializeField] private float typingSpeed = 0.05f; // 打字机效果的字符显示速度
void Start()
{
characterName = dialogueManager.npcCharacter.name;//角色姓名赋值
//输入框提交后执行的回调函数
inputField.onSubmit.AddListener((text) =>
{
string currentText = "<color=red><b>小主</b></color>:";//当前显示的文本
Text contentText = Instantiate(dialogueText, content);
contentText.text = currentText + inputField.text;//更新显示文本
inputField.text = "";//清空输入框
delayText.SetActive(true);//显示等待提示
dialogueManager.SendDialogueRequest(text, HandleAIResponse);//发送对话请求到DeepSeek AI
});
}
/// <summary>
/// 处理AI的响应
/// </summary>
/// <param name="response">AI的回复内容</param>
/// <param name="success">请求是否成功</param>
private void HandleAIResponse(string response, bool success)
{
StartCoroutine(TypewriterEffect(success ? characterName + ":" + response : characterName + ":(通讯中断)"));//启动打字机效果协程
}
/// <summary>
/// 打字机效果协程
/// </summary>
/// <param name="text">角色的回复内容</param>
/// <returns></returns>
private IEnumerator TypewriterEffect(string text)
{
string currentText = "<color=blue><b>Blue</b></color>";//当前显示的文本
delayText.SetActive(false);//隐藏等待提示
inputField.Select();//选中输入框
inputField.ActivateInputField();
Text contentText = Instantiate(dialogueText, content);
foreach (char c in text)//遍历每个字符
{
currentText += c;//添加字符到当前文本
contentText.text = currentText;//更新显示文本
yield return new WaitForSeconds(typingSpeed);//等待一定时间
}
}
}