using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
using System.Collections.Generic;
public class DeepSeekDialogueManager : MonoBehaviour
{
// API配置
[Header("API Settings")]
[SerializeField] private string apiKey = "sk-c89fd3342dda4a8eb53cb533607e2e89"; // DeepSeek API密钥
[SerializeField] private string modelName = "deepseek-chat"; // 使用的模型名称
[SerializeField] private string apiUrl = "https://api.deepseek.com/v1/chat/completions"; // API请求地址
// 对话参数
[Header("Dialogue Settings")]
[Range(0, 2)] public float temperature = 0.7f; // 控制生成文本的随机性(0-2,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;
[TextArea(3, 10)]
public string personalityPrompt = "你是妤如晨曦,是个性格活泼,聪明可爱的女生。喜欢吃小蛋糕。最喜欢的主人是舒荣森"; // 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);
///
/// 发送对话请求
///
/// 玩家的输入内容
/// 回调函数,用于处理API响应
public void SendDialogueRequest(string userMessage, DialogueCallback callback)
{
StartCoroutine(ProcessDialogueRequest(userMessage, callback));
}
///
/// 处理对话请求的协程
///
/// 玩家的输入内容
/// 回调函数,用于处理API响应
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 messages = new List
{
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;
callback?.Invoke(npcReply, true);
}
else
{
callback?.Invoke(npcCharacter.name + "(陷入沉默)", false);
}
}
///
/// 创建UnityWebRequest对象
///
/// 请求体的JSON字符串
/// 配置好的UnityWebRequest对象
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", $"Bearer {apiKey}"); // 设置认证头
request.SetRequestHeader("Accept", "application/json"); // 设置接受类型
return request;
}
///
/// 检查请求是否出错
///
/// UnityWebRequest对象
/// 如果请求出错返回true,否则返回false
private bool IsRequestError(UnityWebRequest request)
{
return request.result == UnityWebRequest.Result.ConnectionError ||
request.result == UnityWebRequest.Result.ProtocolError ||
request.result == UnityWebRequest.Result.DataProcessingError;
}
///
/// 解析API响应
///
/// API响应的JSON字符串
/// 解析后的DeepSeekResponse对象
private DeepSeekResponse ParseResponse(string jsonResponse)
{
try
{
return JsonUtility.FromJson(jsonResponse);
}
catch (System.Exception e)
{
Debug.LogError($"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 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
}
}