-
- 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>
- {
-
- /// <summary>
- /// 目标是否在视野内
- /// </summary>
- public bool IsInView;
-
- //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;
- IsInView = 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.Holster.ActiveWeapon;
- 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())
- {
- //计算移动
- var nextPos = Master.NavigationAgent2D.GetNextPathPosition();
- Master.AnimatedSprite.Play(AnimatorNames.Run);
- Master.BasisVelocity = (nextPos - masterPosition - Master.NavigationPoint.Position).Normalized() *
- Master.MoveSpeed;
- }
- else
- {
- Master.BasisVelocity = Vector2.Zero;
- }
-
- //检测玩家是否在视野内
- if (Master.IsInTailAfterViewRange(playerPos))
- {
- IsInView = !Master.TestViewRayCast(playerPos);
- //关闭射线检测
- Master.TestViewRayCastOver();
- }
- else
- {
- IsInView = false;
- }
-
- if (IsInView)
- {
- if (inAttackRange) //在攻击范围内
- {
- //发起攻击
- Master.EnemyAttack(delta);
-
- //距离够近, 可以切换到环绕模式
- if (Master.GlobalPosition.DistanceSquaredTo(playerPos) <= Mathf.Pow(weapon.Attribute.BulletMinDistance, 2) * 0.7f)
- {
- ChangeState(AiStateEnum.AiSurround);
- }
- }
- }
- else
- {
- ChangeState(AiStateEnum.AiTailAfter);
- }
- }
-
- public override void DebugDraw()
- {
- var playerPos = Player.Current.GetCenterPosition();
- Master.DrawLine(new Vector2(0, -8), Master.ToLocal(playerPos), Colors.Red);
- }
- }