using System; using Godot; namespace EnemyState; /// <summary> /// 收到其他敌人通知, 前往发现目标的位置 /// </summary> public class AiLeaveForState : StateBase<Enemy, AIStateEnum> { //导航目标点刷新计时器 private float _navigationUpdateTimer = 0; private float _navigationInterval = 0.3f; //目标 private ActivityObject _target; //目标点 private Vector2 _targetPosition; private float _idleTimer = 0; private bool _playAnimFlag = false; public AiLeaveForState() : base(AIStateEnum.AiLeaveFor) { } public override void Enter(AIStateEnum prev, params object[] args) { if (args.Length == 0) { throw new Exception("进入 AINormalStateEnum.AiLeaveFor 状态必须带上目标对象"); } _target = (ActivityObject)args[0]; //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, _target); return; } } _idleTimer = 1; _targetPosition = _target.GetCenterPosition(); Master.LookTargetPosition(_targetPosition); _playAnimFlag = prev != AIStateEnum.AiFindAmmo; if (_playAnimFlag) { Master.AnimationPlayer.Play(AnimatorNames.Query); } //看向目标位置 Master.LookTargetPosition(_target.GetCenterPosition()); } public override void Exit(AIStateEnum next) { Master.AnimationPlayer.Play(AnimatorNames.Reset); } public override void Process(float delta) { if (_playAnimFlag && _idleTimer > 0) { _idleTimer -= delta; return; } //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 //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.AffiliationArea.RoomInfo.MarkTargetPosition.TryGetValue(_target.Id, out var pos)) { _targetPosition = pos; } Master.NavigationAgent2D.TargetPosition = _targetPosition; } else { _navigationUpdateTimer -= delta; } if (!Master.NavigationAgent2D.IsNavigationFinished()) { Master.LookTargetPosition(_targetPosition); //移动 Master.DoMove(); } else { //站立 Master.DoIdle(); } var playerPos = Player.Current.GetCenterPosition(); //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 Master.LookTarget = Player.Current; ChangeState(AIStateEnum.AiAstonished, AIStateEnum.AiFollowUp); return; } else { //关闭射线检测 Master.TestViewRayCastOver(); } } //移动到目标掉了, 还没发现目标 if (Master.NavigationAgent2D.IsNavigationFinished()) { ChangeState(AIStateEnum.AiNormal); } } public override void DebugDraw() { Master.DrawLine(Vector2.Zero, Master.ToLocal(Master.NavigationAgent2D.TargetPosition), Colors.Yellow); } }