#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 System.Collections.Generic; using Godot; /// <summary> /// 基础敌人 /// </summary> public partial class Enemy : Role { /// <summary> /// 公共属性, 是否找到目标, 如果找到目标, 则所有敌人都会知道玩家的位置 /// </summary> public static bool IsFindTarget { get; private set; } /// <summary> /// 找到的目标的位置, 如果目标在视野内, 则一直更新 /// </summary> public static Vector2 FindTargetPosition { get; private set; } private static readonly List<Enemy> _enemies = new List<Enemy>(); /// <summary> /// 敌人身上的状态机控制器 /// </summary> public StateController<Enemy, AiStateEnum> StateController { get; } /// <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; } /// <summary> /// 导航代理 /// </summary> public NavigationAgent2D NavigationAgent2D { get; } /// <summary> /// 导航代理中点 /// </summary> public Marker2D NavigationPoint { get; } private float _enemyAttackTimer = 0; public Enemy() : base(ResourcePath.prefab_role_Enemy_tscn) { StateController = AddComponent<StateController<Enemy, AiStateEnum>>(); AttackLayer = PhysicsLayer.Wall | PhysicsLayer.Props | PhysicsLayer.Player; Camp = CampEnum.Camp2; MoveSpeed = 30; Holster.SlotList[2].Enable = true; Holster.SlotList[3].Enable = true; 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()); } public override void _Ready() { base._Ready(); //默认状态 StateController.ChangeState(AiStateEnum.AiNormal); NavigationAgent2D.TargetPosition = GameApplication.Instance.RoomManager.Player.GlobalPosition; } public override void _EnterTree() { if (!_enemies.Contains(this)) { _enemies.Add(this); } } public override void _ExitTree() { base._ExitTree(); _enemies.Remove(this); } protected override void OnDie() { //扔掉所有武器 var weapons = Holster.GetAndClearWeapon(); for (var i = 0; i < weapons.Length; i++) { weapons[i].ThrowWeapon(this); } Destroy(); } protected override void PhysicsProcess(float delta) { base.PhysicsProcess(delta); _enemyAttackTimer -= delta; EnemyPickUpWeapon(); } protected override void OnHit(int damage) { //受到伤害 var state = StateController.CurrState; if (state == AiStateEnum.AiNormal || state == AiStateEnum.AiProbe || state == AiStateEnum.AiLeaveFor) { StateController.ChangeStateLate(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() { //如果存在有子弹的武器 foreach (var unclaimedWeapon in Weapon.UnclaimedWeapons) { if (!unclaimedWeapon.IsTotalAmmoEmpty() && !unclaimedWeapon.HasSign(SignNames.AiFindWeaponSign)) { return true; } } return false; } /// <summary> /// 更新敌人视野 /// </summary> public static void UpdateEnemiesView() { IsFindTarget = false; for (var i = 0; i < _enemies.Count; i++) { var enemy = _enemies[i]; var state = enemy.StateController.CurrState; if (state == AiStateEnum.AiFollowUp || state == AiStateEnum.AiSurround) //目标在视野内 { IsFindTarget = true; FindTargetPosition = Player.Current.GetCenterPosition(); } } } /// <summary> /// Ai触发的攻击 /// </summary> public void EnemyAttack() { var weapon = Holster.ActiveWeapon; 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 = Holster.FindWeapon((we, i) => !we.IsTotalAmmoEmpty()); if (index != -1) { Holster.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 //正常射击 { if (weapon.Attribute.ContinuousShoot) //连发 { Attack(); } else //单发 { if (_enemyAttackTimer <= 0) { _enemyAttackTimer = 60f / weapon.Attribute.StartFiringSpeed + Utils.RandfRange(0, 0.06f); 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 (Holster.ActiveWeapon != null) { var attribute = Holster.ActiveWeapon.Attribute; return Mathf.Lerp(attribute.MinDistance, attribute.MaxDistance, 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 (Holster.ActiveWeapon == 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 = Holster.FindWeapon((we, i) => we.TypeId == weapon.TypeId); if (index != -1) //与武器袋中武器类型相同, 补充子弹 { if (!Holster.GetWeapon(index).IsAmmoFull()) { TriggerInteractive(); } return; } var index2 = Holster.FindWeapon((we, i) => we.Attribute.WeightType == weapon.Attribute.WeightType && 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; } } } }