-
- using Godot;
-
- /// <summary>
- /// AI 发现玩家, 跟随玩家
- /// </summary>
- public class AiTailAfterState : StateBase<Enemy, AiStateEnum>
- {
- /// <summary>
- /// 目标是否在视野半径内
- /// </summary>
- private bool _isInViewRange;
-
- //导航目标点刷新计时器
- private float _navigationUpdateTimer = 0;
- private float _navigationInterval = 0.3f;
-
- //目标从视野消失时已经过去的时间
- private float _viewTimer;
-
- public AiTailAfterState() : base(AiStateEnum.AiTailAfter)
- {
- }
-
- public override void Enter(AiStateEnum prev, params object[] args)
- {
- _isInViewRange = true;
- _navigationUpdateTimer = 0;
- _viewTimer = 0;
-
- //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)
- {
- ChangeStateLate(AiStateEnum.AiFindAmmo, targetWeapon);
- }
- }
- }
-
- public override void Process(float delta)
- {
- //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
-
- var playerPos = GameApplication.Instance.RoomManager.Player.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;
- }
-
- //枪口指向玩家
- Master.LookTargetPosition(playerPos);
-
- if (!Master.NavigationAgent2D.IsNavigationFinished())
- {
- //计算移动
- var nextPos = Master.NavigationAgent2D.GetNextPathPosition();
- Master.AnimatedSprite.Play(AnimatorNames.Run);
- Master.BasisVelocity = (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() *
- Master.MoveSpeed;
- }
- else
- {
- Master.BasisVelocity = Vector2.Zero;
- }
- //检测玩家是否在视野内, 如果在, 则切换到 AiTargetInView 状态
- if (Master.IsInTailAfterViewRange(playerPos))
- {
- if (!Master.TestViewRayCast(playerPos)) //看到玩家
- {
- //关闭射线检测
- Master.TestViewRayCastOver();
- //切换成发现目标状态
- ChangeStateLate(AiStateEnum.AiFollowUp);
- return;
- }
- else
- {
- //关闭射线检测
- Master.TestViewRayCastOver();
- }
- }
-
- //检测玩家是否在穿墙视野范围内, 直接检测距离即可
- _isInViewRange = Master.IsInViewRange(playerPos);
- if (_isInViewRange)
- {
- _viewTimer = 0;
- }
- else //超出视野
- {
- if (_viewTimer > 10) //10秒
- {
- ChangeStateLate(AiStateEnum.AiNormal);
- }
- else
- {
- _viewTimer += delta;
- }
- }
- }
-
- public override void DebugDraw()
- {
- var playerPos = GameApplication.Instance.RoomManager.Player.GetCenterPosition();
- if (_isInViewRange)
- {
- Master.DrawLine(new Vector2(0, -8), Master.ToLocal(playerPos), Colors.Orange);
- }
- else
- {
- Master.DrawLine(new Vector2(0, -8), Master.ToLocal(playerPos), Colors.Blue);
- }
- }
- }