#region 基础敌人设计思路 /* 敌人有三种状态: 状态1: 未发现玩家, 视野不可穿墙, 该状态下敌人移动比较规律, 移动速度较慢, 一旦玩家进入视野或者听到玩家枪声, 立刻切换至状态3, 该房间的敌人不能再回到状态1 状态2: 发现有玩家, 但不知道在哪, 视野不可穿墙, 该情况下敌人移动速度明显加快, 移动不规律, 一旦玩家进入视野或者听到玩家枪声, 立刻切换至状态3 状态3: 明确知道玩家的位置, 视野允许穿墙, 移动速度与状态2一致, 进入该状态时, 敌人之间会相互告知玩家所在位置, 并朝着玩家位置开火, 如果有墙格挡, 则有一定概率继续开火, 一旦玩家立刻敌人视野超哥一段时间, 敌人自动切换为状态2 敌人状态1只存在于少数房间内, 比如特殊房间, 大部分情况下敌人应该是状态2, 或者玩家进入房间时就被敌人发现 */ #endregion using Godot; /// <summary> /// 基础敌人 /// </summary> public class Enemy : Role { /// <summary> /// 敌人身上的状态机控制器 /// </summary> public StateController<Enemy, AIStateEnum> StateController { get; } /// <summary> /// 视野半径, 单位像素 /// </summary> public float ViewRange { get; set; } = 200; /// <summary> /// 背后的视野半径, 单位像素 /// </summary> public float BackViewRange { get; set; } = 50; /// <summary> /// 视野检测射线, 朝玩家打射线, 检测是否碰到墙 /// </summary> public RayCast2D ViewRay { get; } //------------------- 寻路相关 --------------------------- /// <summary> /// 移动目标标记 /// </summary> public PathSign PathSign { get; } /// <summary> /// 寻路标记线段总长度 /// </summary> public float PathSignLength { get; set; } = 500; //------------------------------------------------------- private NavigationAgent2D _navigationAgent2D; private float _navigationUpdateTimer = 0; public Enemy() : base(ResourcePath.prefab_role_Enemy_tscn) { StateController = new StateController<Enemy, AIStateEnum>(); AddComponent(StateController); AttackLayer = PhysicsLayer.Wall | PhysicsLayer.Props | PhysicsLayer.Player; Camp = CampEnum.Camp2; MoveSpeed = 20; //视野射线 ViewRay = GetNode<RayCast2D>("ViewRay"); _navigationAgent2D = GetNode<NavigationAgent2D>("NavigationAgent2D"); PathSign = new PathSign(this, PathSignLength, GameApplication.Instance.Room.Player); //注册Ai状态机 StateController.Register(new AINormalState()); StateController.Register(new AIProbeState()); StateController.Register(new AITailAfterState()); } public override void _Ready() { base._Ready(); //默认状态 StateController.ChangeState(AIStateEnum.AINormal); _navigationAgent2D.SetTargetLocation(GameApplication.Instance.Room.Player.GlobalPosition); } public override void _Process(float delta) { base._Process(delta); if (GameApplication.Instance.Debug) { PathSign.Scale = new Vector2((int)Face, 1); Update(); } } public override void _PhysicsProcess(float delta) { base._PhysicsProcess(delta); if (_navigationAgent2D.IsNavigationFinished()) { return; } var playerGlobalPosition = GameApplication.Instance.Room.Player.GlobalPosition; //临时处理, 让敌人跟随玩家 if (_navigationUpdateTimer <= 0) { _navigationUpdateTimer = 0.2f; if (_navigationAgent2D.GetTargetLocation() != playerGlobalPosition) { _navigationAgent2D.SetTargetLocation(playerGlobalPosition); } } else { _navigationUpdateTimer -= delta; } var nextPos = _navigationAgent2D.GetNextLocation(); LookTargetPosition(playerGlobalPosition); AnimatedSprite.Animation = AnimatorNames.Run; Velocity = (nextPos - GlobalPosition).Normalized() * MoveSpeed; CalcMove(delta); } public override void _Draw() { if (GameApplication.Instance.Debug) { if (PathSign != null) { DrawLine(Vector2.Zero,ToLocal(PathSign.GlobalPosition), Colors.Red); } } } }