-
- using Godot;
-
- /// <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<Enemy, AiStateEnum>
- {
-
- private Weapon _target;
-
- //导航目标点刷新计时器
- private float _navigationUpdateTimer = 0;
- private float _navigationInterval = 1f;
-
- private bool _isInTailAfterRange = false;
- private float _tailAfterTimer = 0;
-
- public AiFindAmmoState() : base(AiStateEnum.AiFindAmmo)
- {
- }
-
- public override void Enter(AiStateEnum prev, params object[] args)
- {
- if (args.Length == 0)
- {
- Debug.LogError("进入 AiStateEnum.AiFindAmmo 状态必须要把目标武器当成参数传过来");
- ChangeState(prev);
- return;
- }
-
- SetTargetWeapon((Weapon)args[0]);
- _navigationUpdateTimer = 0;
- _isInTailAfterRange = false;
- _tailAfterTimer = 0;
-
- //标记武器
- _target.SetSign(SignNames.AiFindWeaponSign, Master);
- }
-
- public override void Process(float delta)
- {
- if (!Master.IsAllWeaponTotalAmmoEmpty()) //已经有弹药了
- {
- ChangeState(GetNextState());
- 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 = _target.GlobalPosition;
- Master.NavigationAgent2D.TargetPosition = position;
- }
- else
- {
- _navigationUpdateTimer -= delta;
- }
-
- var playerPos = Player.Current.GetCenterPosition();
- //枪口指向玩家
- Master.LookTargetPosition(playerPos);
-
- if (_target.IsDestroyed || _target.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 (_target == null) //也没有其他可用的武器了
- {
- ChangeState(GetNextState());
- }
- }
- else if (_target.Master == Master) //已经被自己拾起
- {
- ChangeState(GetNextState());
- }
- else if (_target.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 (_target == null) //也没有其他可用的武器了
- {
- ChangeState(GetNextState());
- }
- }
- else
- {
- //检测目标没有超出跟随视野距离
- _isInTailAfterRange = Master.IsInTailAfterViewRange(playerPos);
- if (_isInTailAfterRange)
- {
- _tailAfterTimer = 0;
- }
- else
- {
- _tailAfterTimer += delta;
- }
-
- //向武器移动
- if (!Master.NavigationAgent2D.IsNavigationFinished())
- {
- //计算移动
- var nextPos = Master.NavigationAgent2D.GetNextPathPosition();
- Master.AnimatedSprite.Play(AnimatorNames.Run);
- Master.BasisVelocity =
- (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() *
- Master.RoleState.MoveSpeed;
- }
- else
- {
- Master.BasisVelocity = Vector2.Zero;
- }
- }
- }
-
- private AiStateEnum GetNextState()
- {
- return _tailAfterTimer > 10 ? AiStateEnum.AiNormal : AiStateEnum.AiTailAfter;
- }
-
- private void SetTargetWeapon(Weapon weapon)
- {
- _target = weapon;
- //设置目标点
- if (_target != null)
- {
- Master.NavigationAgent2D.TargetPosition = _target.GlobalPosition;
- }
- }
-
- public override void DebugDraw()
- {
- if (_target != null)
- {
- Master.DrawLine(Vector2.Zero, Master.ToLocal(_target.GlobalPosition), Colors.Purple);
-
- if (_tailAfterTimer <= 0)
- {
- Master.DrawLine(Vector2.Zero, Master.ToLocal(Player.Current.GetCenterPosition()), Colors.Orange);
- }
- else if (_tailAfterTimer <= 10)
- {
- Master.DrawLine(Vector2.Zero, Master.ToLocal(Player.Current.GetCenterPosition()), Colors.Blue);
- }
-
- }
- }
- }