using Godot; /// <summary> /// 收到其他敌人通知, 前往发现目标的位置 /// </summary> public class AiLeaveForState : StateBase<Enemy, AiStateEnum> { //导航目标点刷新计时器 private float _navigationUpdateTimer = 0; private float _navigationInterval = 0.3f; public AiLeaveForState() : base(AiStateEnum.AiLeaveFor) { } public override void Enter(AiStateEnum prev, params object[] args) { if (Master.World.Enemy_IsFindTarget) { Master.NavigationAgent2D.TargetPosition = Master.World.Enemy_FindTargetPosition; } else { ChangeState(prev); return; } //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 //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 = Master.World.Enemy_FindTargetPosition; } else { _navigationUpdateTimer -= delta; } if (!Master.NavigationAgent2D.IsNavigationFinished()) { //计算移动 var nextPos = Master.NavigationAgent2D.GetNextPathPosition(); Master.LookTargetPosition(Master.World.Enemy_FindTargetPosition); Master.AnimatedSprite.Play(AnimatorNames.Run); Master.BasisVelocity = (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() * Master.RoleState.MoveSpeed; } else { Master.BasisVelocity = Vector2.Zero; } var playerPos = Player.Current.GetCenterPosition(); //检测玩家是否在视野内, 如果在, 则切换到 AiTargetInView 状态 if (Master.IsInTailAfterViewRange(playerPos)) { if (!Master.TestViewRayCast(playerPos)) //看到玩家 { //关闭射线检测 Master.TestViewRayCastOver(); //切换成发现目标状态 ChangeState(AiStateEnum.AiFollowUp); return; } else { //关闭射线检测 Master.TestViewRayCastOver(); } } //移动到目标掉了, 还没发现目标 if (Master.NavigationAgent2D.IsNavigationFinished()) { ChangeState(AiStateEnum.AiNormal); } } public override void DebugDraw() { Master.DrawLine(Vector2.Zero, Master.ToLocal(Master.NavigationAgent2D.TargetPosition), Colors.Yellow); } }