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DungeonShooting / DungeonShooting_Godot / src / game / activity / role / enemy / normalState / AiTailAfterState.cs
  1.  
  2. using Godot;
  3.  
  4. namespace NnormalState;
  5.  
  6. /// <summary>
  7. /// AI 发现玩家, 跟随玩家
  8. /// </summary>
  9. public class AiTailAfterState : StateBase<Enemy, AINormalStateEnum>
  10. {
  11. /// <summary>
  12. /// 目标是否在视野半径内
  13. /// </summary>
  14. private bool _isInViewRange;
  15.  
  16. //导航目标点刷新计时器
  17. private float _navigationUpdateTimer = 0;
  18. private float _navigationInterval = 0.3f;
  19.  
  20. //目标从视野消失时已经过去的时间
  21. private float _viewTimer;
  22.  
  23. public AiTailAfterState() : base(AINormalStateEnum.AiTailAfter)
  24. {
  25. }
  26.  
  27. public override void Enter(AINormalStateEnum prev, params object[] args)
  28. {
  29. _isInViewRange = true;
  30. _navigationUpdateTimer = 0;
  31. _viewTimer = 0;
  32. }
  33.  
  34. public override void Exit(AINormalStateEnum next)
  35. {
  36. Master.LookTarget = null;
  37. }
  38.  
  39. public override void Process(float delta)
  40. {
  41. //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
  42. var playerPos = Player.Current.GetCenterPosition();
  43. //更新玩家位置
  44. if (_navigationUpdateTimer <= 0)
  45. {
  46. //每隔一段时间秒更改目标位置
  47. _navigationUpdateTimer = _navigationInterval;
  48. Master.NavigationAgent2D.TargetPosition = playerPos;
  49. }
  50. else
  51. {
  52. _navigationUpdateTimer -= delta;
  53. }
  54. //枪口指向玩家
  55. Master.LookTarget = Player.Current;
  56. if (!Master.NavigationAgent2D.IsNavigationFinished())
  57. {
  58. //移动
  59. Master.DoMove();
  60. }
  61. else
  62. {
  63. Master.DoIdle();
  64. }
  65. //检测玩家是否在视野内, 如果在, 则切换到 AiTargetInView 状态
  66. if (Master.IsInTailAfterViewRange(playerPos))
  67. {
  68. if (!Master.TestViewRayCast(playerPos)) //看到玩家
  69. {
  70. //关闭射线检测
  71. Master.TestViewRayCastOver();
  72. //切换成发现目标状态
  73. ChangeState(AINormalStateEnum.AiFollowUp);
  74. return;
  75. }
  76. else
  77. {
  78. //关闭射线检测
  79. Master.TestViewRayCastOver();
  80. }
  81. }
  82. //检测玩家是否在穿墙视野范围内, 直接检测距离即可
  83. _isInViewRange = Master.IsInViewRange(playerPos);
  84. if (_isInViewRange)
  85. {
  86. _viewTimer = 0;
  87. }
  88. else //超出视野
  89. {
  90. if (_viewTimer > 10) //10秒
  91. {
  92. ChangeState(AINormalStateEnum.AiNormal);
  93. }
  94. else
  95. {
  96. _viewTimer += delta;
  97. }
  98. }
  99. }
  100.  
  101. public override void DebugDraw()
  102. {
  103. var playerPos = Player.Current.GetCenterPosition();
  104. if (_isInViewRange)
  105. {
  106. Master.DrawLine(new Vector2(0, -8), Master.ToLocal(playerPos), Colors.Orange);
  107. }
  108. else
  109. {
  110. Master.DrawLine(new Vector2(0, -8), Master.ToLocal(playerPos), Colors.Blue);
  111. }
  112. }
  113. }