-
- using System;
- using Godot;
-
- namespace EnemyState;
-
- /// <summary>
- /// 收到其他敌人通知, 前往发现目标的位置
- /// </summary>
- public class AiLeaveForState : StateBase<Enemy, AIStateEnum>
- {
- //导航目标点刷新计时器
- private float _navigationUpdateTimer = 0;
- private float _navigationInterval = 0.3f;
-
- //目标
- private ActivityObject _target;
- //目标点
- private Vector2 _targetPosition;
-
- private float _idleTimer = 0;
- private bool _playAnimFlag = false;
-
- public AiLeaveForState() : base(AIStateEnum.AiLeaveFor)
- {
- }
-
- public override void Enter(AIStateEnum prev, params object[] args)
- {
- if (args.Length == 0)
- {
- throw new Exception("进入 AINormalStateEnum.AiLeaveFor 状态必须带上目标对象");
- }
-
- _target = (ActivityObject)args[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)
- {
- ChangeState(AIStateEnum.AiFindAmmo, targetWeapon, _target);
- return;
- }
- }
-
- _idleTimer = 1;
- _targetPosition = _target.GetCenterPosition();
- Master.LookTargetPosition(_targetPosition);
-
- _playAnimFlag = prev != AIStateEnum.AiFindAmmo;
- if (_playAnimFlag)
- {
- Master.AnimationPlayer.Play(AnimatorNames.Query);
- }
-
- //看向目标位置
- Master.LookTargetPosition(_target.GetCenterPosition());
- }
-
- public override void Exit(AIStateEnum next)
- {
- Master.AnimationPlayer.Play(AnimatorNames.Reset);
- }
-
- public override void Process(float delta)
- {
- if (_playAnimFlag && _idleTimer > 0)
- {
- _idleTimer -= delta;
- return;
- }
- //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
-
- //更新玩家位置
- if (_navigationUpdateTimer <= 0)
- {
- //每隔一段时间秒更改目标位置
- _navigationUpdateTimer = _navigationInterval;
- if (Master.AffiliationArea.RoomInfo.MarkTargetPosition.TryGetValue(_target.Id, out var pos))
- {
- _targetPosition = pos;
- }
- Master.NavigationAgent2D.TargetPosition = _targetPosition;
- }
- else
- {
- _navigationUpdateTimer -= delta;
- }
-
- if (!Master.NavigationAgent2D.IsNavigationFinished())
- {
- Master.LookTargetPosition(_targetPosition);
- //移动
- Master.DoMove();
- }
- else
- {
- //站立
- Master.DoIdle();
- }
-
- var playerPos = Player.Current.GetCenterPosition();
- //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
- Master.LookTarget = Player.Current;
- ChangeState(AIStateEnum.AiAstonished, AIStateEnum.AiFollowUp);
- return;
- }
- else
- {
- //关闭射线检测
- Master.TestViewRayCastOver();
- }
- }
-
- //移动到目标掉了, 还没发现目标
- if (Master.NavigationAgent2D.IsNavigationFinished())
- {
- ChangeState(AIStateEnum.AiNormal);
- }
- }
-
- public override void DebugDraw()
- {
- Master.DrawLine(Vector2.Zero, Master.ToLocal(Master.NavigationAgent2D.TargetPosition), Colors.Yellow);
- }
- }