-
- using Godot;
-
- /// <summary>
- /// AI 正常状态
- /// </summary>
- public class AiNormalState : StateBase<Enemy, AiStateEnum>
- {
- //是否发现玩家
- private bool _isFindPlayer;
-
- //下一个运动的角度
- private Vector2 _nextPos;
-
- //是否移动结束
- private bool _isMoveOver;
-
- //上一次移动是否撞墙
- private bool _againstWall;
-
- //撞墙法线角度
- private float _againstWallNormalAngle;
-
- //移动停顿计时器
- private float _pauseTimer;
- private bool _moveFlag;
-
- //上一帧位置
- private Vector2 _prevPos;
- //卡在一个位置的时间
- private float _lockTimer;
-
- public AiNormalState() : base(AiStateEnum.AiNormal)
- {
- }
-
- public override void Enter(AiStateEnum prev, params object[] args)
- {
- _isFindPlayer = false;
- _isMoveOver = true;
- _againstWall = false;
- _againstWallNormalAngle = 0;
- _pauseTimer = 0;
- _moveFlag = false;
- }
-
- public override void Process(float delta)
- {
- //其他敌人发现玩家
- if (Master.CanChangeLeaveFor())
- {
- ChangeState(AiStateEnum.AiLeaveFor);
- return;
- }
-
- if (_isFindPlayer) //已经找到玩家了
- {
- //现临时处理, 直接切换状态
- ChangeState(AiStateEnum.AiTailAfter);
- }
- else //没有找到玩家
- {
- //检测玩家
- var player = Player.Current;
- //玩家中心点坐标
- var playerPos = player.GetCenterPosition();
-
- if (Master.IsInViewRange(playerPos) && !Master.TestViewRayCast(playerPos)) //发现玩家
- {
- //发现玩家
- _isFindPlayer = true;
- }
- else if (_pauseTimer >= 0)
- {
- Master.AnimatedSprite.Play(AnimatorNames.Idle);
- _pauseTimer -= delta;
- }
- else if (_isMoveOver) //没发现玩家, 且已经移动完成
- {
- RunOver();
- _isMoveOver = false;
- }
- else //移动中
- {
- if (_lockTimer >= 1) //卡在一个点超过一秒
- {
- RunOver();
- _isMoveOver = false;
- _lockTimer = 0;
- }
- else if (Master.NavigationAgent2D.IsNavigationFinished()) //到达终点
- {
- _pauseTimer = Utils.RandomRangeFloat(0.3f, 2f);
- _isMoveOver = true;
- _moveFlag = false;
- Master.BasisVelocity = Vector2.Zero;
- }
- else if (!_moveFlag)
- {
- _moveFlag = true;
- var pos = Master.GlobalPosition;
- //计算移动
- var nextPos = Master.NavigationAgent2D.GetNextPathPosition();
- Master.AnimatedSprite.Play(AnimatorNames.Run);
- Master.BasisVelocity = (nextPos - pos - Master.NavigationPoint.Position).Normalized() *
- Master.RoleState.MoveSpeed;
- _prevPos = pos;
- }
- 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(0.1f, 0.5f);
- _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.RoleState.MoveSpeed;
- }
-
- if (_prevPos.DistanceSquaredTo(pos) <= 0.01f)
- {
- _lockTimer += delta;
- }
- else
- {
- _prevPos = pos;
- }
- }
- }
-
- //关闭射线检测
- Master.TestViewRayCastOver();
- }
- }
-
- //移动结束
- private void RunOver()
- {
- float angle;
- if (_againstWall)
- {
- angle = Utils.RandomRangeFloat(_againstWallNormalAngle - Mathf.Pi * 0.5f,
- _againstWallNormalAngle + Mathf.Pi * 0.5f);
- }
- else
- {
- angle = Utils.RandomRangeFloat(0, Mathf.Pi * 2f);
- }
-
- var len = Utils.RandomRangeInt(30, 200);
- _nextPos = new Vector2(len, 0).Rotated(angle) + Master.GlobalPosition;
- //获取射线碰到的坐标
- if (Master.TestViewRayCast(_nextPos)) //碰到墙壁
- {
- _nextPos = Master.ViewRay.GetCollisionPoint();
- _againstWall = true;
- _againstWallNormalAngle = Master.ViewRay.GetCollisionNormal().Angle();
- }
- else
- {
- _againstWall = false;
- }
-
- Master.NavigationAgent2D.TargetPosition = _nextPos;
- Master.LookTargetPosition(_nextPos);
- }
-
- public override void DebugDraw()
- {
- Master.DrawLine(new Vector2(0, -8), Master.ToLocal(_nextPos), Colors.Green);
- }
- }