using System; using Godot; namespace AiState; /// <summary> /// 距离目标足够近, 在目标附近随机移动, 并开火 /// </summary> public class AiSurroundState : StateBase<AiRole, AIStateEnum> { //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; public AiSurroundState() : base(AIStateEnum.AiSurround) { } public override void Enter(AIStateEnum prev, params object[] args) { if (Master.LookTarget == null) { ChangeState(AIStateEnum.AiNormal); return; //throw new Exception("进入 AIAdvancedStateEnum.AiSurround 状态时角色没有攻击目标!"); } _isMoveOver = true; _pauseTimer = 0; _moveFlag = false; } public override void Process(float delta) { if (Master.LookTarget == null) { ChangeState(AIStateEnum.AiNormal); return; } //先检查弹药是否打光 if ((Master.WeaponPack.Capacity > 0 && !Master.NoWeaponAttack) && 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; } } //在视野中 if (Master.TargetInView) { //更新标记位置 Master.UpdateMarkTargetPosition(); if (_pauseTimer >= 0) { Master.AnimatedSprite.Play(AnimatorNames.Idle); _pauseTimer -= delta; } else if (_isMoveOver) //移动已经完成 { RunOver(Master.LookTarget.GetCenterPosition()); _isMoveOver = false; } else { var masterPosition = Master.Position; if (_lockTimer >= 1) //卡在一个点超过一秒 { RunOver(Master.LookTarget.GetCenterPosition()); _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; } } var weapon = Master.WeaponPack.ActiveItem; if (weapon != null) { if (masterPosition.DistanceSquaredTo(Master.LookTarget.GetCenterPosition()) > Mathf.Pow(Master.GetWeaponRange(0.7f), 2)) //玩家离开正常射击范围 { ChangeState(AIStateEnum.AiFollowUp); } else if (!Master.IsAttack && weapon.TriggerIsReady()) //可以攻击 { //发起攻击 ChangeState(AIStateEnum.AiAttack); } } else { if (masterPosition.DistanceSquaredTo(Master.LookTarget.GetCenterPosition()) > Mathf.Pow(Master.ViewRange * 0.7f, 2)) //玩家离开正常射击范围 { ChangeState(AIStateEnum.AiFollowUp); } else if (!Master.IsAttack && Master.NoWeaponAttack) //可以在没有武器时发起攻击 { //攻击状态 ChangeState(AIStateEnum.AiAttack); } } } } else //目标离开视野 { ChangeState(AIStateEnum.AiTailAfter); } } 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; } public override void DebugDraw() { Master.DrawLine(new Vector2(0, -8), Master.ToLocal(_nextPosition), Colors.White); } }