-
- using System;
- using Godot;
-
- namespace AdvancedState;
-
- /// <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<AdvancedEnemy, AIAdvancedStateEnum>
- {
- //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(AIAdvancedStateEnum.AiSurround)
- {
- }
-
- public override void Enter(AIAdvancedStateEnum prev, params object[] args)
- {
- if (Master.LookTarget == null)
- {
- throw new Exception("进入 AIAdvancedStateEnum.AiSurround 状态时角色没有攻击目标!");
- }
-
- Master.TargetInView = 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(AIAdvancedStateEnum.AiFindAmmo, targetWeapon);
- return;
- }
- }
-
- var playerPos = Master.LookTarget.GetCenterPosition();
- var weapon = Master.WeaponPack.ActiveItem;
-
- //检测玩家是否在视野内
- if (Master.IsInTailAfterViewRange(playerPos))
- {
- Master.TargetInView = !Master.TestViewRayCast(playerPos);
- //关闭射线检测
- Master.TestViewRayCastOver();
- }
- else
- {
- Master.TargetInView = false;
- }
-
- //在视野中
- if (Master.TargetInView)
- {
- if (_pauseTimer >= 0)
- {
- Master.AnimatedSprite.Play(AnimatorNames.Idle);
- _pauseTimer -= delta;
- }
- else if (_isMoveOver) //移动已经完成
- {
- RunOver(playerPos);
- _isMoveOver = false;
- }
- else
- {
- var masterPosition = Master.Position;
- 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.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 AdvancedRole) //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;
- }
- }
-
- if (weapon != null)
- {
- if (masterPosition.DistanceSquaredTo(playerPos) > Mathf.Pow(Master.GetWeaponRange(0.7f), 2)) //玩家离开正常射击范围
- {
- ChangeState(AIAdvancedStateEnum.AiFollowUp);
- }
- else if (weapon.TriggerIsReady()) //可以攻击
- {
- //发起攻击
- ChangeState(AIAdvancedStateEnum.AiAttack);
- }
- }
- }
- }
- else //目标离开视野
- {
- ChangeState(AIAdvancedStateEnum.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);
- }
- }