using Godot; /// <summary> /// 目标在视野内, 跟进目标, 如果距离在子弹有效射程内, 则开火 /// </summary> public class AiFollowUpState : StateBase<Enemy, AiStateEnum> { //导航目标点刷新计时器 private float _navigationUpdateTimer = 0; private float _navigationInterval = 0.3f; public AiFollowUpState() : base(AiStateEnum.AiFollowUp) { } public override void Enter(AiStateEnum prev, params object[] args) { _navigationUpdateTimer = 0; Master.TargetInView = true; } public override void Process(float delta) { //先检查弹药是否打光 if (Master.IsAllWeaponTotalAmmoEmpty()) { //再寻找是否有可用的武器 var targetWeapon = Master.FindTargetWeapon(); if (targetWeapon != null) { ChangeState(AiStateEnum.AiFindAmmo, targetWeapon); return; } else { //切换到随机移动状态 ChangeState(AiStateEnum.AiSurround); } } var playerPos = Player.Current.GetCenterPosition(); //更新玩家位置 if (_navigationUpdateTimer <= 0) { //每隔一段时间秒更改目标位置 _navigationUpdateTimer = _navigationInterval; Master.NavigationAgent2D.TargetPosition = playerPos; } else { _navigationUpdateTimer -= delta; } var masterPosition = Master.GlobalPosition; //是否在攻击范围内 var inAttackRange = false; var weapon = Master.WeaponPack.ActiveItem; if (weapon != null) { inAttackRange = masterPosition.DistanceSquaredTo(playerPos) <= Mathf.Pow(Master.GetWeaponRange(0.7f), 2); } //枪口指向玩家 Master.LookTargetPosition(playerPos); if (!Master.NavigationAgent2D.IsNavigationFinished()) { if (weapon == null || !weapon.Attribute.AiAttackAttr.FiringStand || (Master.AttackState != AiAttackState.LockingTime && Master.AttackState != AiAttackState.Attack)) { //计算移动 var nextPos = Master.NavigationAgent2D.GetNextPathPosition(); Master.AnimatedSprite.Play(AnimatorNames.Run); Master.BasisVelocity = (nextPos - masterPosition - Master.NavigationPoint.Position).Normalized() * Master.RoleState.MoveSpeed; } else { Master.AnimatedSprite.Play(AnimatorNames.Idle); Master.BasisVelocity = Vector2.Zero; } } else { Master.BasisVelocity = Vector2.Zero; } //检测玩家是否在视野内 if (Master.IsInTailAfterViewRange(playerPos)) { Master.TargetInView = !Master.TestViewRayCast(playerPos); //关闭射线检测 Master.TestViewRayCastOver(); } else { Master.TargetInView = false; } //在视野中, 或者锁敌状态下, 或者攻击状态下, 继续保持原本逻辑 if (Master.TargetInView || Master.AttackState == AiAttackState.LockingTime || Master.AttackState == AiAttackState.Attack) { if (inAttackRange) //在攻击范围内 { //发起攻击 Master.EnemyAttack(); //距离够近, 可以切换到环绕模式 if (Master.GlobalPosition.DistanceSquaredTo(playerPos) <= Mathf.Pow(Utils.GetConfigRangeStart(weapon.Attribute.Bullet.DistanceRange), 2) * 0.7f) { ChangeState(AiStateEnum.AiSurround); } } } else //不在视野中 { ChangeState(AiStateEnum.AiTailAfter); } } public override void DebugDraw() { var playerPos = Player.Current.GetCenterPosition(); Master.DrawLine(new Vector2(0, -8), Master.ToLocal(playerPos), Colors.Red); } }