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DungeonShooting / DungeonShooting_Godot / src / game / role / enemy / state / AiLeaveForState.cs
  1.  
  2. using Godot;
  3.  
  4. /// <summary>
  5. /// 收到其他敌人通知, 前往发现目标的位置
  6. /// </summary>
  7. public class AiLeaveForState : StateBase<Enemy, AiStateEnum>
  8. {
  9. //导航目标点刷新计时器
  10. private float _navigationUpdateTimer = 0;
  11. private float _navigationInterval = 0.3f;
  12.  
  13. public AiLeaveForState() : base(AiStateEnum.AiLeaveFor)
  14. {
  15. }
  16.  
  17. public override void Enter(AiStateEnum prev, params object[] args)
  18. {
  19. if (Enemy.IsFindTarget)
  20. {
  21. Master.NavigationAgent2D.TargetPosition = Enemy.FindTargetPosition;
  22. }
  23. else
  24. {
  25. ChangeStateLate(prev);
  26. return;
  27. }
  28.  
  29. //先检查弹药是否打光
  30. if (Master.IsAllWeaponTotalAmmoEmpty())
  31. {
  32. //再寻找是否有可用的武器
  33. var targetWeapon = Master.FindTargetWeapon();
  34. if (targetWeapon != null)
  35. {
  36. ChangeStateLate(AiStateEnum.AiFindAmmo, targetWeapon);
  37. }
  38. }
  39. }
  40.  
  41. public override void Process(float delta)
  42. {
  43. //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
  44. //更新玩家位置
  45. if (_navigationUpdateTimer <= 0)
  46. {
  47. //每隔一段时间秒更改目标位置
  48. _navigationUpdateTimer = _navigationInterval;
  49. Master.NavigationAgent2D.TargetPosition = Enemy.FindTargetPosition;
  50. }
  51. else
  52. {
  53. _navigationUpdateTimer -= delta;
  54. }
  55.  
  56. if (!Master.NavigationAgent2D.IsNavigationFinished())
  57. {
  58. //计算移动
  59. var nextPos = Master.NavigationAgent2D.GetNextPathPosition();
  60. Master.LookTargetPosition(Enemy.FindTargetPosition);
  61. Master.AnimatedSprite.Play(AnimatorNames.Run);
  62. Master.BasisVelocity = (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() *
  63. Master.MoveSpeed;
  64. }
  65. else
  66. {
  67. Master.BasisVelocity = Vector2.Zero;
  68. }
  69.  
  70. var playerPos = GameApplication.Instance.RoomManager.Player.GetCenterPosition();
  71. //检测玩家是否在视野内, 如果在, 则切换到 AiTargetInView 状态
  72. if (Master.IsInTailAfterViewRange(playerPos))
  73. {
  74. if (!Master.TestViewRayCast(playerPos)) //看到玩家
  75. {
  76. //关闭射线检测
  77. Master.TestViewRayCastOver();
  78. //切换成发现目标状态
  79. ChangeStateLate(AiStateEnum.AiFollowUp);
  80. return;
  81. }
  82. else
  83. {
  84. //关闭射线检测
  85. Master.TestViewRayCastOver();
  86. }
  87. }
  88.  
  89. //移动到目标掉了, 还没发现目标
  90. if (Master.NavigationAgent2D.IsNavigationFinished())
  91. {
  92. ChangeStateLate(AiStateEnum.AiNormal);
  93. }
  94. }
  95.  
  96. public override void DebugDraw()
  97. {
  98. Master.DrawLine(Vector2.Zero, Master.ToLocal(Master.NavigationAgent2D.TargetPosition), Colors.Yellow);
  99. }
  100. }