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DungeonShooting / DungeonShooting_Godot / src / game / role / enemy / state / AiLeaveForState.cs
  1.  
  2. using Godot;
  3.  
  4. /// <summary>
  5. /// 收到其他敌人通知, 前往发现目标的位置
  6. /// </summary>
  7. public class AiLeaveForState : StateBase<Enemy, AiStateEnum>
  8. {
  9. //导航目标点刷新计时器
  10. private float _navigationUpdateTimer = 0;
  11. private float _navigationInterval = 0.3f;
  12.  
  13. public AiLeaveForState() : base(AiStateEnum.AiLeaveFor)
  14. {
  15. }
  16.  
  17. public override void Enter(AiStateEnum prev, params object[] args)
  18. {
  19. if (Enemy.IsFindTarget)
  20. {
  21. Master.NavigationAgent2D.SetTargetLocation(Enemy.FindTargetPosition);
  22. }
  23. else
  24. {
  25. ChangeStateLate(prev);
  26. return;
  27. }
  28. //先检查弹药是否打光
  29. if (Master.IsAllWeaponTotalAmmoEmpty())
  30. {
  31. //再寻找是否有可用的武器
  32. if (Master.CheckUsableWeaponInUnclaimed())
  33. {
  34. //切换到寻找武器状态
  35. ChangeStateLate(AiStateEnum.AiFindAmmo);
  36. }
  37. }
  38. }
  39.  
  40. public override void PhysicsProcess(float delta)
  41. {
  42. //这个状态下不会有攻击事件, 所以没必要每一帧检查是否弹药耗尽
  43. //更新玩家位置
  44. if (_navigationUpdateTimer <= 0)
  45. {
  46. //每隔一段时间秒更改目标位置
  47. _navigationUpdateTimer = _navigationInterval;
  48. if (Master.NavigationAgent2D.GetTargetLocation() != Enemy.FindTargetPosition)
  49. {
  50. Master.NavigationAgent2D.SetTargetLocation(Enemy.FindTargetPosition);
  51. }
  52. }
  53. else
  54. {
  55. _navigationUpdateTimer -= delta;
  56. }
  57.  
  58. if (!Master.NavigationAgent2D.IsNavigationFinished())
  59. {
  60. //计算移动
  61. var nextPos = Master.NavigationAgent2D.GetNextLocation();
  62. Master.LookTargetPosition(Enemy.FindTargetPosition);
  63. Master.AnimatedSprite.Animation = AnimatorNames.Run;
  64. Master.BasisVelocity = (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() *
  65. Master.MoveSpeed;
  66. }
  67. else
  68. {
  69. Master.BasisVelocity = Vector2.Zero;
  70. }
  71.  
  72. var playerPos = GameApplication.Instance.Room.Player.GetCenterPosition();
  73. //检测玩家是否在视野内, 如果在, 则切换到 AiTargetInView 状态
  74. if (Master.IsInTailAfterViewRange(playerPos))
  75. {
  76. if (!Master.TestViewRayCast(playerPos)) //看到玩家
  77. {
  78. //关闭射线检测
  79. Master.TestViewRayCastOver();
  80. //切换成发现目标状态
  81. ChangeStateLate(AiStateEnum.AiFollowUp);
  82. return;
  83. }
  84. else
  85. {
  86. //关闭射线检测
  87. Master.TestViewRayCastOver();
  88. }
  89. }
  90.  
  91. //移动到目标掉了, 还没发现目标
  92. if (Master.NavigationAgent2D.IsNavigationFinished())
  93. {
  94. ChangeStateLate(AiStateEnum.AiNormal);
  95. }
  96. }
  97.  
  98. public override void DebugDraw()
  99. {
  100. Master.DrawLine(Vector2.Zero, Master.ToLocal(Master.NavigationAgent2D.GetTargetLocation()), Colors.Yellow);
  101. }
  102. }