using System; using Godot; namespace AiState; /// <summary> /// ai 攻击状态 /// </summary> public class AiAttackState : StateBase<AiRole, AIStateEnum> { /// <summary> /// 上一个状态 /// </summary> public AIStateEnum PrevState; /// <summary> /// 武器攻击状态 /// </summary> public AiAttackEnum AttackState; //是否移动结束 private bool _isMoveOver; //移动停顿计时器 private float _pauseTimer; private bool _moveFlag; //下一个移动点 private Vector2 _nextPosition; //上一帧位置 private Vector2 _prevPos; //卡在一个位置的时间 private float _lockTimer; //进入状态的时候是否有武器 private bool _hasWeapon = true; public AiAttackState() : base(AIStateEnum.AiAttack) { } public override void Enter(AIStateEnum prev, params object[] args) { if (Master.LookTarget == null) { ChangeState(AIStateEnum.AiNormal); return; //throw new Exception("进入 AIAdvancedStateEnum.AiAttack 状态时角色没有攻击目标!"); } var weapon = Master.WeaponPack.ActiveItem; if (weapon != null) { _hasWeapon = true; if (Master.IsAttack || !weapon.TriggerIsReady()) { throw new Exception("进入 AIAdvancedStateEnum.AiAttack 状态时角色武器还无法触动扳机!"); } } else { _hasWeapon = false; if (Master.IsAttack) { throw new Exception("进入 AIAdvancedStateEnum.AiAttack 状态时角色攻击状态还没准备好"); } } Master.BasisVelocity = Vector2.Zero; AttackState = AiAttackEnum.None; Master.LockTargetTime = 0; PrevState = prev; _isMoveOver = true; _pauseTimer = 0; _moveFlag = false; } public override void Exit(AIStateEnum next) { Master.MountLookTarget = true; Master.LockTargetTime = 0; } public override void Process(float delta) { if (Master.LookTarget == null || Master.LookTarget.IsDestroyed || (Master.LookTarget is Role role && !Master.IsEnemy(role))) //更改攻击状态 { ChangeState(AIStateEnum.AiNormal); return; } //更新标记位置 Master.UpdateMarkTargetPosition(); if (_hasWeapon) { WeaponRoleProcess(delta); } else { NoWeaponRoleProcess(delta); } } //有武器的敌人更新逻辑 private void WeaponRoleProcess(float delta) { var weapon = Master.WeaponPack.ActiveItem; if (weapon == null) { //攻击结束 ChangeState(PrevState); } else if (AttackState == AiAttackEnum.AttackInterval) //攻击完成 { if (weapon.GetAttackTimer() <= 0) //攻击冷却完成 { Master.MountLookTarget = true; //这里要做换弹判断, 还有上膛判断 if (weapon.CurrAmmo <= 0) //换弹判断 { if (!weapon.Reloading) { weapon.Reload(); } } else if (weapon.GetBeLoadedStateState() != 2) //上膛 { if (weapon.GetBeLoadedStateState() == 0) { weapon.BeLoaded(); } } else { //攻击结束 ChangeState(PrevState); } } MoveHandler(delta); } else //攻击状态 { //触发扳机 AttackState = weapon.AiTriggerAttackState(AttackState); if (AttackState == AiAttackEnum.LockingTime) //锁定玩家状态 { Master.LockTargetTime += delta; var aiLockRemainderTime = Master.GetLockRemainderTime(); Master.MountLookTarget = aiLockRemainderTime >= weapon.Attribute.AiAttackAttr.LockAngleTime; //更新瞄准辅助线 if (weapon.Attribute.AiAttackAttr.ShowSubline) { if (Master.SubLine == null) { Master.InitSubLine(); } else { Master.SubLine.Enable = true; } //播放警告删掉动画 if (!Master.SubLine.IsPlayWarnAnimation && aiLockRemainderTime <= 0.5f) { Master.SubLine.PlayWarnAnimation(0.5f); } } if (weapon.Attribute.AiAttackAttr.LockingStand) //锁定目标时站立不动 { Master.DoIdle(); } else //正常移动 { MoveHandler(delta); } } else { Master.LockTargetTime = 0; //关闭辅助线 if (Master.SubLine != null) { Master.SubLine.Enable = false; } if (AttackState == AiAttackEnum.Attack || AttackState == AiAttackEnum.AttackInterval) { if (weapon.Attribute.AiAttackAttr.AttackLockAngle) //开火时锁定枪口角度 { //连发状态锁定角度 Master.MountLookTarget = !(weapon.GetContinuousCount() > 0 || weapon.GetAttackTimer() > 0); } else { Master.MountLookTarget = true; } } else { Master.MountLookTarget = true; } if (AttackState == AiAttackEnum.Attack && (Master.FiringStand || weapon.Attribute.AiAttackAttr.FiringStand)) //开火时站立不动 { Master.BasisVelocity = Vector2.Zero; } else //正常移动 { MoveHandler(delta); } if (AttackState == AiAttackEnum.AttackInterval) //触发攻击完成 { Master.AttackTimer = weapon.Attribute.TriggerInterval + Master.AttackInterval; } } } } //没有武器的敌人攻击逻辑 private void NoWeaponRoleProcess(float delta) { var weapon = Master.WeaponPack.ActiveItem; if (weapon != null) { //找到武器了, 攻击结束 ChangeState(PrevState); } else if (Master.AttackTimer > 0 || Master.MeleeAttackTimer > 0) //攻击结束 { ChangeState(PrevState); } else //攻击状态 { Master.Attack(); if (Master.FiringStand) //开火时站立不动 { Master.BasisVelocity = Vector2.Zero; } else //正常移动 { MoveHandler(delta); } } } private void MoveHandler(float delta) { if (_pauseTimer >= 0) { Master.AnimatedSprite.Play(AnimatorNames.Idle); _pauseTimer -= delta; } else if (_isMoveOver) //移动已经完成 { RunOver(Master.LookTarget.Position); _isMoveOver = false; } else { var masterPosition = Master.Position; if (_lockTimer >= 1) //卡在一个点超过一秒 { RunOver(Master.LookTarget.Position); _isMoveOver = false; _lockTimer = 0; } else if (Master.NavigationAgent2D.IsNavigationFinished()) //到达终点 { _pauseTimer = Utils.Random.RandomRangeFloat(0f, 0.5f); _isMoveOver = true; _moveFlag = false; //站立 Master.DoIdle(); } else if (!_moveFlag) { _moveFlag = true; //移动 Master.DoMove(); } else { var lastSlideCollision = Master.GetLastSlideCollision(); if (lastSlideCollision != null && lastSlideCollision.GetCollider() is Role) //碰到其他角色 { _pauseTimer = Utils.Random.RandomRangeFloat(0f, 0.3f); _isMoveOver = true; _moveFlag = false; //站立 Master.DoIdle(); } else { //移动 Master.DoMove(); } if (_prevPos.DistanceSquaredTo(masterPosition) <= 1 * delta) { _lockTimer += delta; } else { _lockTimer = 0; _prevPos = masterPosition; } } } } private void RunOver(Vector2 targetPos) { var weapon = Master.WeaponPack.ActiveItem; var distance = (int)(weapon == null ? 150 : (Utils.GetConfigRangeStart(weapon.Attribute.Bullet.DistanceRange) * 0.7f)); _nextPosition = new Vector2( targetPos.X + Utils.Random.RandomRangeInt(-distance, distance), targetPos.Y + Utils.Random.RandomRangeInt(-distance, distance) ); Master.NavigationAgent2D.TargetPosition = _nextPosition; } }