- #region 基础敌人设计思路
- /*
- 敌人有三种状态:
- 状态1: 未发现玩家, 视野不可穿墙, 该状态下敌人移动比较规律, 移动速度较慢, 一旦玩家进入视野或者听到玩家枪声, 立刻切换至状态3, 该房间的敌人不能再回到状态1
- 状态2: 发现有玩家, 但不知道在哪, 视野不可穿墙, 该情况下敌人移动速度明显加快, 移动不规律, 一旦玩家进入视野或者听到玩家枪声, 立刻切换至状态3
- 状态3: 明确知道玩家的位置, 视野允许穿墙, 移动速度与状态2一致, 进入该状态时, 敌人之间会相互告知玩家所在位置, 并朝着玩家位置开火,
- 如果有墙格挡, 则有一定概率继续开火, 一旦玩家立刻敌人视野超哥一段时间, 敌人自动切换为状态2
-
- 敌人状态1只存在于少数房间内, 比如特殊房间, 大部分情况下敌人应该是状态2, 或者玩家进入房间时就被敌人发现
- */
- #endregion
-
-
- using Godot;
-
- /// <summary>
- /// 基础敌人
- /// </summary>
- [Tool]
- public partial class Enemy : Role
- {
- /// <summary>
- /// 敌人身上的状态机控制器
- /// </summary>
- public StateController<Enemy, AiStateEnum> StateController { get; private set; }
-
- /// <summary>
- /// 视野半径, 单位像素, 发现玩家后改视野范围可以穿墙
- /// </summary>
- public float ViewRange { get; set; } = 250;
-
- /// <summary>
- /// 发现玩家后的视野半径
- /// </summary>
- public float TailAfterViewRange { get; set; } = 400;
-
- /// <summary>
- /// 背后的视野半径, 单位像素
- /// </summary>
- public float BackViewRange { get; set; } = 50;
-
- /// <summary>
- /// 视野检测射线, 朝玩家打射线, 检测是否碰到墙
- /// </summary>
- public RayCast2D ViewRay { get; private set; }
-
- /// <summary>
- /// 导航代理
- /// </summary>
- public NavigationAgent2D NavigationAgent2D { get; private set; }
-
- /// <summary>
- /// 导航代理中点
- /// </summary>
- public Marker2D NavigationPoint { get; private set; }
-
- //开火间隙时间
- private float _enemyAttackTimer = 0;
- //目标在视野内的时间
- private float _targetInViewTime = 0;
-
- public override void OnInit()
- {
- base.OnInit();
- IsAi = true;
- StateController = AddComponent<StateController<Enemy, AiStateEnum>>();
-
- AttackLayer = PhysicsLayer.Wall | PhysicsLayer.Prop | PhysicsLayer.Player;
- Camp = CampEnum.Camp2;
-
- RoleState.MoveSpeed = 20;
-
- MaxHp = 20;
- Hp = 20;
-
- //视野射线
- ViewRay = GetNode<RayCast2D>("ViewRay");
- NavigationPoint = GetNode<Marker2D>("NavigationPoint");
- NavigationAgent2D = NavigationPoint.GetNode<NavigationAgent2D>("NavigationAgent2D");
-
- //PathSign = new PathSign(this, PathSignLength, GameApplication.Instance.Node3D.Player);
-
- //注册Ai状态机
- StateController.Register(new AiNormalState());
- StateController.Register(new AiProbeState());
- StateController.Register(new AiTailAfterState());
- StateController.Register(new AiFollowUpState());
- StateController.Register(new AiLeaveForState());
- StateController.Register(new AiSurroundState());
- StateController.Register(new AiFindAmmoState());
-
- //默认状态
- StateController.ChangeStateInstant(AiStateEnum.AiNormal);
- }
-
- public override void EnterTree()
- {
- base.EnterTree();
- if (!World.Enemy_InstanceList.Contains(this))
- {
- World.Enemy_InstanceList.Add(this);
- }
- }
-
- public override void ExitTree()
- {
- base.ExitTree();
- World.Enemy_InstanceList.Remove(this);
- }
-
- protected override void OnDie()
- {
- //扔掉所有武器
- var weapons = WeaponPack.GetAndClearItem();
- for (var i = 0; i < weapons.Length; i++)
- {
- weapons[i].ThrowWeapon(this);
- }
-
- var effPos = Position + new Vector2(0, -Altitude);
- //血液特效
- var blood = ResourceManager.LoadAndInstantiate<AutoDestroyParticles>(ResourcePath.prefab_effect_enemy_EnemyBloodEffect_tscn);
- blood.Position = effPos - new Vector2(0, 12);
- blood.AddToActivityRoot(RoomLayerEnum.NormalLayer);
-
- //创建敌人碎片
- var count = Utils.Random.RandomRangeInt(3, 6);
- for (var i = 0; i < count; i++)
- {
- var debris = Create(Ids.Id_effect0001);
- debris.PutDown(effPos, RoomLayerEnum.NormalLayer);
- debris.InheritVelocity(this);
- }
-
- //派发敌人死亡信号
- EventManager.EmitEvent(EventEnum.OnEnemyDie, this);
- Destroy();
- }
-
- protected override void Process(float delta)
- {
- base.Process(delta);
- _enemyAttackTimer -= delta;
-
- //目标在视野内的时间
- var currState = StateController.CurrState;
- if (currState == AiStateEnum.AiSurround || currState == AiStateEnum.AiFollowUp)
- {
- _targetInViewTime += delta;
- }
- else
- {
- _targetInViewTime = 0;
- }
-
- EnemyPickUpWeapon();
- }
-
- protected override void OnHit(int damage, bool realHarm)
- {
- //受到伤害
- var state = StateController.CurrState;
- if (state == AiStateEnum.AiNormal || state == AiStateEnum.AiProbe || state == AiStateEnum.AiLeaveFor)
- {
- StateController.ChangeState(AiStateEnum.AiTailAfter);
- }
- }
-
- /// <summary>
- /// 返回地上的武器是否有可以拾取的, 也包含没有被其他敌人标记的武器
- /// </summary>
- public bool CheckUsableWeaponInUnclaimed()
- {
- foreach (var unclaimedWeapon in World.Weapon_UnclaimedWeapons)
- {
- //判断是否能拾起武器, 条件: 相同的房间
- if (unclaimedWeapon.AffiliationArea == AffiliationArea)
- {
- if (!unclaimedWeapon.IsTotalAmmoEmpty())
- {
- if (!unclaimedWeapon.HasSign(SignNames.AiFindWeaponSign))
- {
- return true;
- }
- else
- {
- //判断是否可以移除该标记
- var enemy = unclaimedWeapon.GetSign<Enemy>(SignNames.AiFindWeaponSign);
- if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁
- {
- unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign);
- return true;
- }
- else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了
- {
- unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign);
- return true;
- }
- }
- }
- }
- }
-
- return false;
- }
-
- /// <summary>
- /// 寻找可用的武器
- /// </summary>
- public Weapon FindTargetWeapon()
- {
- Weapon target = null;
- var position = Position;
- foreach (var weapon in World.Weapon_UnclaimedWeapons)
- {
- //判断是否能拾起武器, 条件: 相同的房间, 或者当前房间目前没有战斗, 或者不在战斗房间
- if (weapon.AffiliationArea == AffiliationArea)
- {
- //还有弹药
- if (!weapon.IsTotalAmmoEmpty())
- {
- //查询是否有其他敌人标记要拾起该武器
- if (weapon.HasSign(SignNames.AiFindWeaponSign))
- {
- var enemy = weapon.GetSign<Enemy>(SignNames.AiFindWeaponSign);
- if (enemy == this) //就是自己标记的
- {
-
- }
- else if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁
- {
- weapon.RemoveSign(SignNames.AiFindWeaponSign);
- }
- else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了
- {
- weapon.RemoveSign(SignNames.AiFindWeaponSign);
- }
- else //放弃这把武器
- {
- continue;
- }
- }
-
- if (target == null) //第一把武器
- {
- target = weapon;
- }
- else if (target.Position.DistanceSquaredTo(position) >
- weapon.Position.DistanceSquaredTo(position)) //距离更近
- {
- target = weapon;
- }
- }
- }
- }
-
- return target;
- }
-
- /// <summary>
- /// 检查是否能切换到 AiStateEnum.AiLeaveFor 状态
- /// </summary>
- /// <returns></returns>
- public bool CanChangeLeaveFor()
- {
- if (!World.Enemy_IsFindTarget)
- {
- return false;
- }
-
- var currState = StateController.CurrState;
- if (currState == AiStateEnum.AiNormal || currState == AiStateEnum.AiProbe)
- {
- //判断是否在同一个房间内
- return World.Enemy_FindTargetAffiliationSet.Contains(AffiliationArea);
- }
-
- return false;
- }
-
- /// <summary>
- /// Ai触发的攻击
- /// </summary>
- public void EnemyAttack(float delta)
- {
- var weapon = WeaponPack.ActiveItem;
- if (weapon != null)
- {
- if (weapon.IsTotalAmmoEmpty()) //当前武器弹药打空
- {
- //切换到有子弹的武器
- var index = WeaponPack.FindIndex((we, i) => !we.IsTotalAmmoEmpty());
- if (index != -1)
- {
- WeaponPack.ExchangeByIndex(index);
- }
- else //所有子弹打光
- {
-
- }
- }
- else if (weapon.Reloading) //换弹中
- {
-
- }
- else if (weapon.IsAmmoEmpty()) //弹夹已经打空
- {
- Reload();
- }
- else if (_targetInViewTime >= weapon.Attribute.AiTargetLockingTime) //正常射击
- {
- if (weapon.GetDelayedAttackTime() > 0)
- {
- Attack();
- }
- else
- {
- if (weapon.Attribute.ContinuousShoot) //连发
- {
- Attack();
- }
- else //单发
- {
- if (_enemyAttackTimer <= 0)
- {
- _enemyAttackTimer = 60f / weapon.Attribute.StartFiringSpeed;
- Attack();
- }
- }
- }
- }
- }
- }
-
- /// <summary>
- /// 获取武器攻击范围 (最大距离值与最小距离的中间值)
- /// </summary>
- /// <param name="weight">从最小到最大距离的过渡量, 0 - 1, 默认 0.5</param>
- public float GetWeaponRange(float weight = 0.5f)
- {
- if (WeaponPack.ActiveItem != null)
- {
- var attribute = WeaponPack.ActiveItem.Attribute;
- return Mathf.Lerp(Utils.GetConfigRangeStart(attribute.BulletDistanceRange), Utils.GetConfigRangeEnd(attribute.BulletDistanceRange), weight);
- }
-
- return 0;
- }
-
- /// <summary>
- /// 返回目标点是否在视野范围内
- /// </summary>
- public bool IsInViewRange(Vector2 target)
- {
- var isForward = IsPositionInForward(target);
- if (isForward)
- {
- if (GlobalPosition.DistanceSquaredTo(target) <= ViewRange * ViewRange) //没有超出视野半径
- {
- return true;
- }
- }
-
- return false;
- }
-
- /// <summary>
- /// 返回目标点是否在跟随状态下的视野半径内
- /// </summary>
- public bool IsInTailAfterViewRange(Vector2 target)
- {
- var isForward = IsPositionInForward(target);
- if (isForward)
- {
- if (GlobalPosition.DistanceSquaredTo(target) <= TailAfterViewRange * TailAfterViewRange) //没有超出视野半径
- {
- return true;
- }
- }
-
- return false;
- }
-
- /// <summary>
- /// 调用视野检测, 如果被墙壁和其它物体遮挡, 则返回被挡住视野的物体对象, 视野无阻则返回 null
- /// </summary>
- public bool TestViewRayCast(Vector2 target)
- {
- ViewRay.Enabled = true;
- ViewRay.TargetPosition = ViewRay.ToLocal(target);
- ViewRay.ForceRaycastUpdate();
- return ViewRay.IsColliding();
- }
-
- /// <summary>
- /// 调用视野检测完毕后, 需要调用 TestViewRayCastOver() 来关闭视野检测射线
- /// </summary>
- public void TestViewRayCastOver()
- {
- ViewRay.Enabled = false;
- }
-
- /// <summary>
- /// AI 拾起武器操作
- /// </summary>
- private void EnemyPickUpWeapon()
- {
- //这几个状态不需要主动拾起武器操作
- var state = StateController.CurrState;
- if (state == AiStateEnum.AiNormal)
- {
- return;
- }
-
- //拾起地上的武器
- if (InteractiveItem is Weapon weapon)
- {
- if (WeaponPack.ActiveItem == null) //手上没有武器, 无论如何也要拾起
- {
- TriggerInteractive();
- return;
- }
-
- //没弹药了
- if (weapon.IsTotalAmmoEmpty())
- {
- return;
- }
-
- var index = WeaponPack.FindIndex((we, i) => we.ItemConfig.Id == weapon.ItemConfig.Id);
- if (index != -1) //与武器背包中武器类型相同, 补充子弹
- {
- if (!WeaponPack.GetItem(index).IsAmmoFull())
- {
- TriggerInteractive();
- }
-
- return;
- }
-
- // var index2 = Holster.FindWeapon((we, i) =>
- // we.Attribute.WeightType == weapon.Attribute.WeightType && we.IsTotalAmmoEmpty());
- var index2 = WeaponPack.FindIndex((we, i) => we.IsTotalAmmoEmpty());
- if (index2 != -1) //扔掉没子弹的武器
- {
- ThrowWeapon(index2);
- TriggerInteractive();
- return;
- }
-
- // if (Holster.HasVacancy()) //有空位, 拾起武器
- // {
- // TriggerInteractive();
- // return;
- // }
- }
- }
-
- }