using Godot; /// <summary> /// Ai 寻找弹药 /// </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) { _navigationUpdateTimer = 0; _isInTailAfterRange = false; _tailAfterTimer = 0; //找到能用的武器 FindTargetWeapon(); if (_target == null) { ChangeStateLate(prev); return; } //标记武器 _target.SetSign(SignNames.AiFindWeaponSign, Master); } public override void PhysicsProcess(float delta) { if (!Master.IsAllWeaponTotalAmmoEmpty()) //已经有弹药了 { ChangeStateLate(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.IsQueuedForDeletion() || _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 FindTargetWeapon(); if (_target == null) //也没有其他可用的武器了 { ChangeStateLate(GetNextState()); } } else if (_target.Master == Master) //已经被自己拾起 { ChangeStateLate(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 FindTargetWeapon(); if (_target == null) //也没有其他可用的武器了 { ChangeStateLate(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.AnimatedSprite2D.Animation = AnimatorNames.Run; Master.BasisVelocity = (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() * Master.MoveSpeed; } else { Master.BasisVelocity = Vector2.Zero; } } } private AiStateEnum GetNextState() { return _tailAfterTimer > 10 ? AiStateEnum.AiNormal : AiStateEnum.AiTailAfter; } 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); } } } private void FindTargetWeapon() { _target = null; var position = Master.Position; foreach (var weapon in Weapon.UnclaimedWeapons) { if (!weapon.IsTotalAmmoEmpty()) { //查询是否有其他敌人标记要拾起该武器 if (weapon.HasSign(SignNames.AiFindWeaponSign)) { var enemy = weapon.GetSign<Enemy>(SignNames.AiFindWeaponSign); if (enemy == Master) //就是自己标记的 { } else if (enemy == null || enemy.IsQueuedForDeletion()) //标记当前武器的敌人已经被销毁 { weapon.RemoveSign(SignNames.AiFindWeaponSign); } else //放弃这把武器 { continue; } } if (_target == null) //第一把武器 { _target = weapon; } else if (_target.Position.DistanceSquaredTo(position) > weapon.Position.DistanceSquaredTo(position)) //距离更近 { _target = weapon; } } } //设置目标点 if (_target != null) { Master.NavigationAgent2D.TargetPosition = _target.GlobalPosition; } } }