using Godot; /// <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<Enemy, AiStateEnum> { /// <summary> /// 目标是否在视野内 /// </summary> public bool IsInView = true; //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) { IsInView = true; _isMoveOver = true; _pauseTimer = 0; _moveFlag = false; } 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; } } var playerPos = Player.Current.GetCenterPosition(); var weapon = Master.Holster.ActiveWeapon; //枪口指向玩家 Master.LookTargetPosition(playerPos); //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 (_pauseTimer >= 0) { Master.AnimatedSprite.Play(AnimatorNames.Idle); _pauseTimer -= delta; } else if (_isMoveOver) //移动已经完成 { RunOver(playerPos); _isMoveOver = false; } else { if (_lockTimer >= 1) //卡在一个点超过一秒 { RunOver(playerPos); _isMoveOver = false; _lockTimer = 0; } else if (Master.NavigationAgent2D.IsNavigationFinished()) //到达终点 { _pauseTimer = Utils.RandomRangeFloat(0f, 0.5f); _isMoveOver = true; _moveFlag = false; Master.BasisVelocity = Vector2.Zero; } else if (!_moveFlag) { _moveFlag = true; //计算移动 var pos = Master.GlobalPosition; var nextPos = Master.NavigationAgent2D.GetNextPathPosition(); Master.AnimatedSprite.Play(AnimatorNames.Run); Master.BasisVelocity = (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() * Master.MoveSpeed; } else { var pos = Master.GlobalPosition; var lastSlideCollision = Master.GetLastSlideCollision(); if (lastSlideCollision != null && lastSlideCollision.GetCollider() is Role) //碰到其他角色 { _pauseTimer = Utils.RandomRangeFloat(0f, 0.3f); _isMoveOver = true; _moveFlag = false; Master.BasisVelocity = Vector2.Zero; } else { //计算移动 var nextPos = Master.NavigationAgent2D.GetNextPathPosition(); Master.AnimatedSprite.Play(AnimatorNames.Run); Master.BasisVelocity = (nextPos - pos - Master.NavigationPoint.Position).Normalized() * Master.MoveSpeed; } if (_prevPos.DistanceSquaredTo(pos) <= 0.01f) { _lockTimer += delta; } else { _prevPos = pos; } } if (weapon != null) { var position = Master.GlobalPosition; if (position.DistanceSquaredTo(playerPos) > Mathf.Pow(Master.GetWeaponRange(0.7f), 2)) //玩家离开正常射击范围 { ChangeState(AiStateEnum.AiFollowUp); } else { //发起攻击 Master.EnemyAttack(delta); } } } } else //目标离开视野 { ChangeState(AiStateEnum.AiTailAfter); } } private void RunOver(Vector2 targetPos) { var weapon = Master.Holster.ActiveWeapon; var distance = (int)(weapon == null ? 150 : (weapon.Attribute.BulletMinDistance * 0.7f)); _nextPosition = new Vector2( targetPos.X + Utils.RandomRangeInt(-distance, distance), targetPos.Y + Utils.RandomRangeInt(-distance, distance) ); Master.NavigationAgent2D.TargetPosition = _nextPosition; } public override void DebugDraw() { Master.DrawLine(new Vector2(0, -8), Master.ToLocal(_nextPosition), Colors.White); } }