using Godot; /// <summary> /// Ai 寻找弹药, 进入该状态需要在参数中传入目标武器对象 /// </summary> public class AiFindAmmoState : StateBase<Enemy, AiStateEnum> { private Weapon _target; //导航目标点刷新计时器 private float _navigationUpdateTimer = 0; private float _navigationInterval = 1f; private bool _isInTailAfterRange = false; private float _tailAfterTimer = 0; public AiFindAmmoState() : base(AiStateEnum.AiFindAmmo) { } public override void Enter(AiStateEnum prev, params object[] args) { if (args.Length == 0) { GD.PrintErr("进入 AiStateEnum.AiFindAmmo 状态必须要把目标武器当成参数传过来"); ChangeState(prev); return; } SetTargetWeapon((Weapon)args[0]); _navigationUpdateTimer = 0; _isInTailAfterRange = false; _tailAfterTimer = 0; //标记武器 _target.SetSign(SignNames.AiFindWeaponSign, Master); } public override void Process(float delta) { if (!Master.IsAllWeaponTotalAmmoEmpty()) //已经有弹药了 { ChangeState(GetNextState()); return; } //更新目标位置 if (_navigationUpdateTimer <= 0) { //每隔一段时间秒更改目标位置 _navigationUpdateTimer = _navigationInterval; var position = _target.GlobalPosition; Master.NavigationAgent2D.TargetPosition = position; } else { _navigationUpdateTimer -= delta; } var playerPos = Player.Current.GetCenterPosition(); //枪口指向玩家 Master.LookTargetPosition(playerPos); if (_target.IsDestroyed || _target.IsTotalAmmoEmpty()) //已经被销毁, 或者弹药已经被其他角色捡走 { //再去寻找其他武器 SetTargetWeapon(Master.FindTargetWeapon()); if (_target == null) //也没有其他可用的武器了 { ChangeState(GetNextState()); } } else if (_target.Master == Master) //已经被自己拾起 { ChangeState(GetNextState()); } else if (_target.Master != null) //武器已经被其他角色拾起! { //再去寻找其他武器 SetTargetWeapon(Master.FindTargetWeapon()); if (_target == null) //也没有其他可用的武器了 { ChangeState(GetNextState()); } } else { //检测目标没有超出跟随视野距离 _isInTailAfterRange = Master.IsInTailAfterViewRange(playerPos); if (_isInTailAfterRange) { _tailAfterTimer = 0; } else { _tailAfterTimer += delta; } //向武器移动 if (!Master.NavigationAgent2D.IsNavigationFinished()) { //计算移动 var nextPos = Master.NavigationAgent2D.GetNextPathPosition(); Master.AnimatedSprite.Play(AnimatorNames.Run); Master.BasisVelocity = (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() * Master.MoveSpeed; } else { Master.BasisVelocity = Vector2.Zero; } } } private AiStateEnum GetNextState() { return _tailAfterTimer > 10 ? AiStateEnum.AiNormal : AiStateEnum.AiTailAfter; } private void SetTargetWeapon(Weapon weapon) { _target = weapon; //设置目标点 if (_target != null) { Master.NavigationAgent2D.TargetPosition = _target.GlobalPosition; } } public override void DebugDraw() { if (_target != null) { Master.DrawLine(Vector2.Zero, Master.ToLocal(_target.GlobalPosition), Colors.Purple); if (_tailAfterTimer <= 0) { Master.DrawLine(Vector2.Zero, Master.ToLocal(Player.Current.GetCenterPosition()), Colors.Orange); } else if (_tailAfterTimer <= 10) { Master.DrawLine(Vector2.Zero, Master.ToLocal(Player.Current.GetCenterPosition()), Colors.Blue); } } } }