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DungeonShooting / DungeonShooting_Godot / src / game / activity / role / enemy / state / AiFindAmmoState.cs
@小李xl 小李xl on 22 Nov 2023 5 KB 完善ai寻找弹药状态
  1.  
  2. using System;
  3. using Godot;
  4.  
  5. namespace EnemyState;
  6.  
  7. /// <summary>
  8. /// Ai 寻找弹药, 进入该状态需要在参数中传入目标武器对象
  9. /// </summary>
  10. public class AiFindAmmoState : StateBase<Enemy, AIStateEnum>
  11. {
  12.  
  13. private Weapon _target;
  14.  
  15. //导航目标点刷新计时器
  16. private float _navigationUpdateTimer = 0;
  17. private float _navigationInterval = 1f;
  18. private float _tailAfterTimer = 0;
  19. private ActivityObject _attackTarget;
  20.  
  21. private float _idleTimer = 0;
  22. private bool _playAnimFlag = false;
  23.  
  24. public AiFindAmmoState() : base(AIStateEnum.AiFindAmmo)
  25. {
  26. }
  27.  
  28. public override void Enter(AIStateEnum prev, params object[] args)
  29. {
  30. if (args.Length == 0)
  31. {
  32. throw new Exception("进入 AiStateEnum.AiFindAmmo 状态必须要把目标武器当成参数传过来");
  33. }
  34.  
  35. if (args.Length >= 2)
  36. {
  37. _attackTarget = (ActivityObject)args[1];
  38. }
  39. else
  40. {
  41. _attackTarget = null;
  42. }
  43. SetTargetWeapon((Weapon)args[0]);
  44. _navigationUpdateTimer = _navigationInterval;
  45. _tailAfterTimer = 0;
  46.  
  47. //标记武器
  48. _target.SetSign(SignNames.AiFindWeaponSign, Master);
  49. _playAnimFlag = prev == AIStateEnum.AiLeaveFor;
  50. if (_playAnimFlag)
  51. {
  52. Master.AnimationPlayer.Play(AnimatorNames.Query);
  53. }
  54. }
  55.  
  56. public override void Process(float delta)
  57. {
  58. if (_playAnimFlag && _idleTimer > 0)
  59. {
  60. _idleTimer -= delta;
  61. return;
  62. }
  63. if (!Master.IsAllWeaponTotalAmmoEmpty()) //已经有弹药了
  64. {
  65. RunNextState();
  66. return;
  67. }
  68.  
  69. if (Master.LookTarget == null) //没有目标
  70. {
  71. //临时处理
  72. var player = Player.Current;
  73. var playerPos = player.GetCenterPosition();
  74. if (Master.IsInViewRange(playerPos) && !Master.TestViewRayCast(playerPos)) //发现玩家
  75. {
  76. //关闭射线检测
  77. Master.TestViewRayCastOver();
  78. //发现玩家
  79. Master.LookTarget = player;
  80. //进入惊讶状态, 然后再进入通知状态
  81. ChangeState(AIStateEnum.AiAstonished, AIStateEnum.AiFindAmmo, _target);
  82. return;
  83. }
  84. }
  85.  
  86. //更新目标位置
  87. if (_navigationUpdateTimer <= 0)
  88. {
  89. //每隔一段时间秒更改目标位置
  90. _navigationUpdateTimer = _navigationInterval;
  91. var position = _target.GlobalPosition;
  92. Master.NavigationAgent2D.TargetPosition = position;
  93. }
  94. else
  95. {
  96. _navigationUpdateTimer -= delta;
  97. }
  98.  
  99. if (_target.IsDestroyed || _target.IsTotalAmmoEmpty()) //已经被销毁, 或者弹药已经被其他角色捡走
  100. {
  101. //再去寻找其他武器
  102. SetTargetWeapon(Master.FindTargetWeapon());
  103.  
  104. if (_target == null) //也没有其他可用的武器了
  105. {
  106. RunNextState();
  107. }
  108. }
  109. else if (_target.Master == Master) //已经被自己拾起
  110. {
  111. RunNextState();
  112. }
  113. else if (_target.Master != null) //武器已经被其他角色拾起!
  114. {
  115. //再去寻找其他武器
  116. SetTargetWeapon(Master.FindTargetWeapon());
  117.  
  118. if (_target == null) //也没有其他可用的武器了
  119. {
  120. RunNextState();
  121. }
  122. }
  123. else
  124. {
  125. if (Master.LookTarget != null)
  126. {
  127. //检测目标没有超出跟随视野距离
  128. var isInTailAfterRange = Master.IsInTailAfterViewRange(Master.LookTarget.GetCenterPosition());
  129. if (isInTailAfterRange)
  130. {
  131. _tailAfterTimer = 0;
  132. }
  133. else
  134. {
  135. _tailAfterTimer += delta;
  136. }
  137. }
  138.  
  139. //向武器移动
  140. if (!Master.NavigationAgent2D.IsNavigationFinished())
  141. {
  142. //移动
  143. Master.DoMove();
  144. }
  145. else
  146. {
  147. //站立
  148. Master.DoIdle();
  149. }
  150. }
  151. }
  152.  
  153. private void RunNextState()
  154. {
  155. if (_attackTarget != null)
  156. {
  157. ChangeState(AIStateEnum.AiLeaveFor, _attackTarget);
  158. }
  159. else if (Master.LookTarget != null)
  160. {
  161. ChangeState(_tailAfterTimer > 10 ? AIStateEnum.AiNormal : AIStateEnum.AiTailAfter);
  162. }
  163. else
  164. {
  165. ChangeState(AIStateEnum.AiNormal);
  166. }
  167. }
  168.  
  169. private void SetTargetWeapon(Weapon weapon)
  170. {
  171. _target = weapon;
  172. if (weapon != null)
  173. {
  174. //设置目标点
  175. Master.NavigationAgent2D.TargetPosition = _target.GlobalPosition;
  176. }
  177. }
  178. public override void DebugDraw()
  179. {
  180. if (_target != null)
  181. {
  182. Master.DrawLine(Vector2.Zero, Master.ToLocal(_target.GlobalPosition), Colors.Purple);
  183.  
  184. if (Master.LookTarget != null)
  185. {
  186. if (_tailAfterTimer <= 0)
  187. {
  188. Master.DrawLine(Vector2.Zero, Master.ToLocal(Master.LookTarget.GetCenterPosition()), Colors.Orange);
  189. }
  190. else if (_tailAfterTimer <= 10)
  191. {
  192. Master.DrawLine(Vector2.Zero, Master.ToLocal(Master.LookTarget.GetCenterPosition()), Colors.Blue);
  193. }
  194. }
  195. }
  196. }
  197. }