-
- using System;
- using Godot;
-
- namespace AiState;
-
- /// <summary>
- /// Ai 寻找弹药, 进入该状态需要在参数中传入目标武器对象
- /// </summary>
- public class AiFindAmmoState : StateBase<AiRole, AIStateEnum>
- {
- /// <summary>
- /// 目标武器
- /// </summary>
- public Weapon TargetWeapon;
-
- //导航目标点刷新计时器
- private float _navigationUpdateTimer = 0;
- private float _navigationInterval = 1f;
-
- private float _tailAfterTimer = 0;
- private ActivityObject _attackTarget;
-
- private float _idleTimer = 0;
- private bool _playAnimFlag = false;
-
- public AiFindAmmoState() : base(AIStateEnum.AiFindAmmo)
- {
- }
-
- public override void Enter(AIStateEnum prev, params object[] args)
- {
- if (args.Length == 0)
- {
- throw new Exception("进入 AiStateEnum.AiFindAmmo 状态必须要把目标武器当成参数传过来");
- }
-
- if (args.Length >= 2)
- {
- _attackTarget = (ActivityObject)args[1];
- }
- else
- {
- _attackTarget = null;
- }
-
- SetTargetWeapon((Weapon)args[0]);
- _navigationUpdateTimer = _navigationInterval;
- _tailAfterTimer = 0;
-
- //标记武器
- TargetWeapon.SetSign(SignNames.AiFindWeaponSign, Master);
-
- _playAnimFlag = prev == AIStateEnum.AiLeaveFor;
- if (_playAnimFlag)
- {
- if (Master.AnimationPlayer.HasAnimation(AnimatorNames.Query))
- {
- Master.AnimationPlayer.Play(AnimatorNames.Query);
- }
- }
- }
-
- public override void Process(float delta)
- {
- if (_playAnimFlag && _idleTimer > 0)
- {
- _idleTimer -= delta;
- return;
- }
-
- if (!Master.IsAllWeaponTotalAmmoEmpty()) //已经有弹药了
- {
- RunNextState();
- return;
- }
-
- if (Master.LookTarget == null) //没有目标
- {
- //攻击目标
- var attackTarget = Master.GetAttackTarget();
- if (attackTarget != null)
- {
- //发现玩家
- Master.LookTarget = attackTarget;
- //进入惊讶状态, 然后再进入通知状态
- ChangeState(AIStateEnum.AiAstonished, AIStateEnum.AiFindAmmo, TargetWeapon);
- return;
- }
- }
-
- //更新目标位置
- if (_navigationUpdateTimer <= 0)
- {
- //每隔一段时间秒更改目标位置
- _navigationUpdateTimer = _navigationInterval;
- var position = TargetWeapon.GlobalPosition;
- Master.NavigationAgent2D.TargetPosition = position;
- }
- else
- {
- _navigationUpdateTimer -= delta;
- }
-
- if (TargetWeapon.IsDestroyed || TargetWeapon.IsTotalAmmoEmpty()) //已经被销毁, 或者弹药已经被其他角色捡走
- {
- //再去寻找其他武器
- SetTargetWeapon(Master.FindTargetWeapon());
-
- if (TargetWeapon == null) //也没有其他可用的武器了
- {
- RunNextState();
- }
- }
- else if (TargetWeapon.Master == Master) //已经被自己拾起
- {
- RunNextState();
- }
- else if (TargetWeapon.Master != null) //武器已经被其他角色拾起!
- {
- //再去寻找其他武器
- SetTargetWeapon(Master.FindTargetWeapon());
-
- if (TargetWeapon == null) //也没有其他可用的武器了
- {
- RunNextState();
- }
- }
- else
- {
- if (Master.LookTarget != null)
- {
- //检测目标没有超出跟随视野距离
- var isInTailAfterRange = Master.TargetInViewRange;
- if (isInTailAfterRange)
- {
- _tailAfterTimer = 0;
- }
- else
- {
- _tailAfterTimer += delta;
- }
- }
-
- //向武器移动
- if (!Master.NavigationAgent2D.IsNavigationFinished())
- {
- //移动
- Master.DoMove();
- }
- else
- {
- //站立
- Master.DoIdle();
- }
- }
- }
-
- private void RunNextState()
- {
- if (_attackTarget != null)
- {
- ChangeState(AIStateEnum.AiLeaveFor, _attackTarget);
- }
- else if (Master.LookTarget != null)
- {
- ChangeState(_tailAfterTimer > 10 ? AIStateEnum.AiNormal : AIStateEnum.AiTailAfter);
- }
- else
- {
- ChangeState(AIStateEnum.AiNormal);
- }
- }
-
- private void SetTargetWeapon(Weapon weapon)
- {
- TargetWeapon = weapon;
- if (weapon != null)
- {
- //设置目标点
- Master.NavigationAgent2D.TargetPosition = TargetWeapon.GlobalPosition;
- }
- }
-
- public override void DebugDraw()
- {
- if (TargetWeapon != null)
- {
- Master.DrawLine(Vector2.Zero, Master.ToLocal(TargetWeapon.GlobalPosition), Colors.Purple);
-
- if (Master.LookTarget != null)
- {
- if (_tailAfterTimer <= 0)
- {
- Master.DrawLine(Vector2.Zero, Master.ToLocal(Master.LookTarget.GetCenterPosition()), Colors.Orange);
- }
- else if (_tailAfterTimer <= 10)
- {
- Master.DrawLine(Vector2.Zero, Master.ToLocal(Master.LookTarget.GetCenterPosition()), Colors.Blue);
- }
- }
- }
- }
- }