using System; using System.Collections.Generic; using Config; using AiState; using Godot; /// <summary> /// 敌人,可以携带武器 /// </summary> [Tool] public partial class Enemy : AiRole { /// <summary> /// 敌人属性 /// </summary> private ExcelConfig.EnemyBase _enemyAttribute; private static bool _init = false; private static Dictionary<string, ExcelConfig.EnemyBase> _enemyAttributeMap = new Dictionary<string, ExcelConfig.EnemyBase>(); /// <summary> /// 初始化敌人属性数据 /// </summary> public static void InitEnemyAttribute() { if (_init) { return; } _init = true; foreach (var enemyAttr in ExcelConfig.EnemyBase_List) { if (enemyAttr.Activity != null) { if (!_enemyAttributeMap.TryAdd(enemyAttr.Activity.Id, enemyAttr)) { Debug.LogError("发现重复注册的敌人属性: " + enemyAttr.Id); } } } } /// <summary> /// 根据 ActivityBase.Id 获取对应敌人的属性数据 /// </summary> public static ExcelConfig.EnemyBase GetEnemyAttribute(string itemId) { if (itemId == null) { return null; } if (_enemyAttributeMap.TryGetValue(itemId, out var attr)) { return attr; } throw new Exception($"敌人'{itemId}'没有在 EnemyBase 表中配置属性数据!"); } public override void OnInit() { base.OnInit(); Camp = CampEnum.Camp2; } protected override RoleState OnCreateRoleState() { var roleState = new RoleState(); var enemyBase = GetEnemyAttribute(ActivityBase.Id).Clone(); _enemyAttribute = enemyBase; MaxHp = enemyBase.Hp; Hp = enemyBase.Hp; roleState.CanPickUpWeapon = enemyBase.CanPickUpWeapon; roleState.MoveSpeed = enemyBase.MoveSpeed; roleState.Acceleration = enemyBase.Acceleration; roleState.Friction = enemyBase.Friction; ViewRange = enemyBase.ViewRange; DefaultViewRange = enemyBase.ViewRange; TailAfterViewRange = enemyBase.TailAfterViewRange; AttackInterval = enemyBase.AttackInterval; ViewAngleRange = enemyBase.ViewAngleRange; roleState.Gold = Mathf.Max(0, Utils.Random.RandomConfigRange(enemyBase.Gold)); return roleState; } protected override void OnHit(ActivityObject target, int damage, float angle, bool realHarm) { base.OnHit(target, damage, angle, realHarm); if (Hp > 0) //受伤 { SoundManager.PlaySoundByConfig("enemy_hurt", Position); } else if (Hp <= 0) //死亡 { SoundManager.PlaySoundByConfig("enemy_die", Position); } } protected override void OnDie() { Color color; if (!string.IsNullOrEmpty(_enemyAttribute.BloodColor)) { color = Color.FromHtml(_enemyAttribute.BloodColor); } else { color = new Color(1, 1, 1, 0.5f); } var effPos = Position + new Vector2(0, -Altitude); //血液特效 var blood = ObjectManager.GetPoolItem<AutoDestroyParticles>(ResourcePath.prefab_effect_enemy_EnemyBlood0001_tscn); blood.Position = effPos - new Vector2(0, 12); blood.AddToActivityRoot(RoomLayerEnum.NormalLayer); blood.PlayEffect(); var realVelocity = GetRealVelocity(); var velocity = (realVelocity * 1.5f).LimitLength(80); //创建敌人碎片 if (_enemyAttribute.BodyFragment != null) { var count = Utils.Random.RandomRangeInt(3, 6); for (var i = 0; i < count; i++) { var debris = Create(_enemyAttribute.BodyFragment); debris.PutDown(effPos, RoomLayerEnum.NormalLayer); debris.MoveController.AddForce(velocity); // 设置颜色 if (debris is ICorpsesFragment corpsesFragment) { corpsesFragment.SetBloodColor(color); } } } //派发敌人死亡信号 EventManager.EmitEvent(EventEnum.OnEnemyDie, this); var obj = ResourceManager.LoadAndInstantiate<EnemyBlood0002>( Utils.Random.RandomChoose( ResourcePath.prefab_effect_enemy_EnemyBlood0002_tscn, ResourcePath.prefab_effect_enemy_EnemyBlood0003_tscn, ResourcePath.prefab_effect_enemy_EnemyBlood0004_tscn ) ); obj.AddToActivityRoot(RoomLayerEnum.NormalLayer); obj.InitRoom(AffiliationArea.RoomInfo); obj.Position = Position; obj.Rotation = PrevHitAngle; obj.ZIndex = AffiliationArea.RoomInfo.StaticImageCanvas.ZIndex; obj.Modulate = color; if (Utils.Random.RandomBoolean(0.04f)) //掉落心之容器 { var activityObject = Create(Ids.Id_prop0002); activityObject.Throw(Position, 8, 35, Vector2.Zero, 0); } else if (Utils.Random.RandomBoolean(0.015f)) //掉落护盾 { var activityObject = Create(Ids.Id_prop0003); activityObject.Throw(Position, 8, 35, Vector2.Zero, 0); } base.OnDie(); } protected override void Process(float delta) { base.Process(delta); if (IsDie) { return; } UpdateFace(); if (RoleState.CanPickUpWeapon) { //拾起武器操作 DoPickUpWeapon(); } } public override bool IsAllWeaponTotalAmmoEmpty() { if (!_enemyAttribute.CanPickUpWeapon) { return false; } return base.IsAllWeaponTotalAmmoEmpty(); } /// <summary> /// 从标记出生时调用, 预加载波不会调用 /// </summary> public virtual void OnBornFromMark() { //罚站 0.7 秒 StateController.Enable = false; this.CallDelay(0.7f, () => StateController.Enable = true); } }