-
- using System;
- using Godot;
-
- namespace EnemyState;
-
- /// <summary>
- /// 目标在视野内, 跟进目标, 如果距离在子弹有效射程内, 则开火
- /// </summary>
- public class AiFollowUpState : StateBase<Enemy, AIStateEnum>
- {
- //导航目标点刷新计时器
- private float _navigationUpdateTimer = 0;
- private float _navigationInterval = 0.3f;
-
- public AiFollowUpState() : base(AIStateEnum.AiFollowUp)
- {
- }
-
- public override void Enter(AIStateEnum prev, params object[] args)
- {
- if (Master.LookTarget == null)
- {
- throw new Exception("进入 AIAdvancedStateEnum.AiFollowUp 状态时角色没有攻击目标!");
- }
-
- _navigationUpdateTimer = 0;
- Master.TargetInView = true;
- }
-
- public override void Process(float delta)
- {
- //先检查弹药是否打光
- if (Master.IsAllWeaponTotalAmmoEmpty())
- {
- //再寻找是否有可用的武器
- var targetWeapon = Master.FindTargetWeapon();
- if (targetWeapon != null)
- {
- ChangeState(AIStateEnum.AiFindAmmo, targetWeapon);
- return;
- }
- else
- {
- //切换到随机移动状态
- ChangeState(AIStateEnum.AiSurround);
- }
- }
-
- var playerPos = Master.LookTarget.GetCenterPosition();
-
- //更新玩家位置
- if (_navigationUpdateTimer <= 0)
- {
- //每隔一段时间秒更改目标位置
- _navigationUpdateTimer = _navigationInterval;
- Master.NavigationAgent2D.TargetPosition = playerPos;
- }
- else
- {
- _navigationUpdateTimer -= delta;
- }
-
- //是否在攻击范围内
- var inAttackRange = false;
-
- var weapon = Master.WeaponPack.ActiveItem;
- var distanceSquared = Master.Position.DistanceSquaredTo(playerPos);
- if (weapon != null)
- {
- inAttackRange = distanceSquared <= Mathf.Pow(Master.GetWeaponRange(0.7f), 2);
- }
- else
- {
- inAttackRange = distanceSquared <= Mathf.Pow(Master.EnemyRoleState.ViewRange * 0.7f, 2);
- }
-
- if (!Master.NavigationAgent2D.IsNavigationFinished())
- {
- //移动
- Master.DoMove();
- }
- else
- {
- //站立
- Master.DoIdle();
- }
-
- //检测玩家是否在视野内
- if (Master.IsInTailAfterViewRange(playerPos))
- {
- Master.TargetInView = !Master.TestViewRayCast(playerPos);
- //关闭射线检测
- Master.TestViewRayCastOver();
- }
- else
- {
- Master.TargetInView = false;
- }
-
- //在视野中
- if (Master.TargetInView)
- {
- //更新标记位置
- Master.UpdateMarkTargetPosition();
- if (inAttackRange) //在攻击范围内
- {
- if (weapon != null)
- {
- //距离够近, 可以切换到环绕模式
- if (distanceSquared <= Mathf.Pow(Utils.GetConfigRangeStart(weapon.Attribute.Bullet.DistanceRange) * 0.7f, 2))
- {
- ChangeState(AIStateEnum.AiSurround);
- }
- else if (weapon.TriggerIsReady()) //可以攻击
- {
- //攻击状态
- ChangeState(AIStateEnum.AiAttack);
- }
- }
- else
- {
- //距离够近, 可以切换到环绕模式
- if (distanceSquared <= Mathf.Pow(Master.EnemyRoleState.ViewRange * 0.7f, 2))
- {
- ChangeState(AIStateEnum.AiSurround);
- }
- else if (!Master.IsAttack && Master.NoWeaponAttack) //可以在没有武器时发起攻击
- {
- //攻击状态
- ChangeState(AIStateEnum.AiAttack);
- }
- }
- }
- }
- else //不在视野中
- {
- ChangeState(AIStateEnum.AiTailAfter);
- }
- }
-
- public override void DebugDraw()
- {
- var playerPos = Master.LookTarget.GetCenterPosition();
- Master.DrawLine(new Vector2(0, -8), Master.ToLocal(playerPos), Colors.Red);
- }
- }