using System; using Godot; namespace AiState; /// <summary> /// AI 发现玩家, 跟随玩家, 但是不在视野范围内 /// </summary> public class AiTailAfterState : StateBase<AiRole, 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) { if (Master.LookTarget == null) { ChangeState(AIStateEnum.AiNormal); return; //throw new Exception("进入 AIAdvancedStateEnum.AiTailAfter 状态时角色没有攻击目标!"); } _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 var targetWeapon = Master.FindTargetWeapon(); if (targetWeapon != null) { ChangeState(AIStateEnum.AiFindAmmo, targetWeapon); } } } public override void Process(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 target = Master.GetAttackTarget(); if (target == null) { Master.LookTarget = null; ChangeState(AIStateEnum.AiNormal); return; } Master.LookTarget = target; var playerPos = target.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; } if (!Master.NavigationAgent2D.IsNavigationFinished()) { //移动 Master.DoMove(); } else { //站立 Master.DoIdle(); } //检测玩家是否在视野内 if (!Master.TargetHasOcclusion) //直接看到玩家 { //切换成发现目标状态 ChangeState(AIStateEnum.AiFollowUp); return; } //检测玩家是否在穿墙视野范围内, 直接检测距离即可 _isInViewRange = Master.TargetInViewRange; if (_isInViewRange) { _viewTimer = 0; } else //超出视野 { if (_viewTimer > 10) //10秒 { ChangeState(AIStateEnum.AiNormal); } else { _viewTimer += delta; } } } public override void DebugDraw() { var playerPos = Master.LookTarget.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); } } }