using Godot; /// <summary> /// AI 发现玩家 /// </summary> public class AiTailAfterState : StateBase<Enemy, AIStateEnum> { //导航目标点刷新计时器 private float _navigationUpdateTimer = 0; private float _navigationInterval = 0.3f; private bool _isInView = true; private float _viewTimer = 0; public AiTailAfterState() : base(AIStateEnum.AITailAfter) { } public override void Enter(AIStateEnum prev, params object[] args) { _isInView = true; _navigationUpdateTimer = 0; } public override void PhysicsProcess(float delta) { if (Master.NavigationAgent2D.IsNavigationFinished()) { return; } var masterPos = Master.GlobalPosition; var playerPos = GameApplication.Instance.Room.Player.GlobalPosition; //更新玩家位置 if (_navigationUpdateTimer <= 0) { //每隔一段时间秒更改目标位置 _navigationUpdateTimer = _navigationInterval; if (Master.NavigationAgent2D.GetTargetLocation() != playerPos) { Master.NavigationAgent2D.SetTargetLocation(playerPos); } } else { _navigationUpdateTimer -= delta; } //计算移动 var nextPos = Master.NavigationAgent2D.GetNextLocation(); Master.LookTargetPosition(playerPos); Master.AnimatedSprite.Animation = AnimatorNames.Run; Master.Velocity = (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() * Master.MoveSpeed; Master.CalcMove(delta); //检测玩家是否在视野内, 此时视野可穿墙, 直接检测距离即可 _isInView = masterPos.DistanceSquaredTo(playerPos) <= Master.TailAfterViewRange * Master.TailAfterViewRange; if (_isInView) { _viewTimer = 0; } else //超出视野 { if (_viewTimer > 10) //10秒 { ChangeStateLate(AIStateEnum.AIProbe); } else { _viewTimer += delta; } } } public override void DebugDraw() { var playerPos = GameApplication.Instance.Room.Player.GlobalPosition; if (_isInView) { Master.DrawLine(Vector2.Zero, Master.ToLocal(playerPos), Colors.Red); } else { Master.DrawLine(Vector2.Zero, Master.ToLocal(playerPos), Colors.Blue); } } }