using Godot; /// <summary> /// AI 发现玩家, 跟随玩家 /// </summary> public class AiTailAfterState : StateBase<Enemy, AiStateEnum> { /// <summary> /// 目标是否在视野半径内 /// </summary> private bool _isInViewRange; //导航目标点刷新计时器 private float _navigationUpdateTimer = 0; private float _navigationInterval = 0.3f; //目标从视野消失时已经过去的时间 private float _viewTimer; public AiTailAfterState() : base(AiStateEnum.AiTailAfter) { } public override void Enter(AiStateEnum prev, params object[] args) { _isInViewRange = true; _navigationUpdateTimer = 0; _viewTimer = 0; //先检查弹药是否打光 if (Master.IsAllWeaponTotalAmmoEmpty()) { //再寻找是否有可用的武器 if (Master.CheckUsableWeaponInUnclaimed()) { //切换到寻找武器状态 ChangeStateLate(AiStateEnum.AiFindAmmo); } } } public override void PhysicsProcess(float delta) { //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 var playerPos = GameApplication.Instance.RoomManager.Player.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; } //枪口指向玩家 Master.LookTargetPosition(playerPos); if (!Master.NavigationAgent2D.IsNavigationFinished()) { //计算移动 var nextPos = Master.NavigationAgent2D.GetNextPathPosition(); Master.AnimatedSprite.Animation = AnimatorNames.Run; Master.BasisVelocity = (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() * Master.MoveSpeed; } else { Master.BasisVelocity = Vector2.Zero; } //检测玩家是否在视野内, 如果在, 则切换到 AiTargetInView 状态 if (Master.IsInTailAfterViewRange(playerPos)) { if (!Master.TestViewRayCast(playerPos)) //看到玩家 { //关闭射线检测 Master.TestViewRayCastOver(); //切换成发现目标状态 ChangeStateLate(AiStateEnum.AiFollowUp); return; } else { //关闭射线检测 Master.TestViewRayCastOver(); } } //检测玩家是否在穿墙视野范围内, 直接检测距离即可 _isInViewRange = Master.IsInViewRange(playerPos); if (_isInViewRange) { _viewTimer = 0; } else //超出视野 { if (_viewTimer > 10) //10秒 { ChangeStateLate(AiStateEnum.AiNormal); } else { _viewTimer += delta; } } } public override void DebugDraw() { var playerPos = GameApplication.Instance.RoomManager.Player.GetCenterPosition(); if (_isInViewRange) { Master.DrawLine(new Vector2(0, -8), Master.ToLocal(playerPos), Colors.Orange); } else { Master.DrawLine(new Vector2(0, -8), Master.ToLocal(playerPos), Colors.Blue); } } }