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MRCC/client/Assets/Scripts/RedCircuit.AIAssistant/AIContextProvider.cs
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using UnityEngine;
namespace RedCircuit.AIAssistant
{
/// <summary>
/// 上下文采集器,收集当前游戏状态供 AI 参考。
/// </summary>
public class AIContextProvider : MonoBehaviour
{
/// <summary>采集当前游戏上下文</summary>
public GameContext CollectContext()
{
var context = new GameContext
{
Mode = GetCurrentMode(),
CanvasWidth = GetCanvasWidth(),
CanvasHeight = GetCanvasHeight(),
ComponentCount = GetComponentCount(),
SelectedComponentId = GetSelectedComponentId(),
SelectedComponentType = GetSelectedComponentType(),
LevelId = GetCurrentLevelId(),
LevelTitle = GetCurrentLevelTitle(),
RedstoneCoins = GetRedstoneCoins()
};
return context;
}
private string GetCurrentMode()
{
// TODO: 从 GameManager 获取当前游戏模式
return "creative"; // creative / puzzle / automation / multiplayer
}
private int GetCanvasWidth()
{
// TODO: 从 GridCanvas 获取画布宽度
return 128;
}
private int GetCanvasHeight()
{
// TODO: 从 GridCanvas 获取画布高度
return 128;
}
private int GetComponentCount()
{
// TODO: 从 CircuitGraph 获取当前元件数
return 0;
}
private string GetSelectedComponentId()
{
// TODO: 从 PlacementController 获取选中元件 ID
return null;
}
private string GetSelectedComponentType()
{
// TODO: 从 PlacementController 获取选中元件类型
return null;
}
private int? GetCurrentLevelId()
{
// TODO: 解谜模式下获取当前关卡 ID
return null;
}
private string GetCurrentLevelTitle()
{
// TODO: 解谜模式下获取当前关卡标题
return null;
}
private long GetRedstoneCoins()
{
// TODO: 从 EconomyManager 获取红石币余额
return 0;
}
}
}