diff --git a/DungeonShooting_Godot/prefab/role/template/EnemyTemplate.tscn b/DungeonShooting_Godot/prefab/role/template/EnemyTemplate.tscn index 465e9fa..ae33b4a 100644 --- a/DungeonShooting_Godot/prefab/role/template/EnemyTemplate.tscn +++ b/DungeonShooting_Godot/prefab/role/template/EnemyTemplate.tscn @@ -21,6 +21,7 @@ [node name="EnemyTemplate" instance=ExtResource("1_5po38")] collision_layer = 16 collision_mask = 25 +floor_stop_on_slope = false [node name="AnimatedSprite" parent="." index="2"] material = SubResource("ShaderMaterial_k8mt5") diff --git a/DungeonShooting_Godot/src/game/activity/role/enemy/Enemy.cs b/DungeonShooting_Godot/src/game/activity/role/enemy/Enemy.cs index 37faa8e..aa3ba43 100644 --- a/DungeonShooting_Godot/src/game/activity/role/enemy/Enemy.cs +++ b/DungeonShooting_Godot/src/game/activity/role/enemy/Enemy.cs @@ -1,15 +1,3 @@ -#region 基础敌人设计思路 -/* -敌人有三种状态: -状态1: 未发现玩家, 视野不可穿墙, 该状态下敌人移动比较规律, 移动速度较慢, 一旦玩家进入视野或者听到玩家枪声, 立刻切换至状态3, 该房间的敌人不能再回到状态1 -状态2: 发现有玩家, 但不知道在哪, 视野不可穿墙, 该情况下敌人移动速度明显加快, 移动不规律, 一旦玩家进入视野或者听到玩家枪声, 立刻切换至状态3 -状态3: 明确知道玩家的位置, 视野允许穿墙, 移动速度与状态2一致, 进入该状态时, 敌人之间会相互告知玩家所在位置, 并朝着玩家位置开火, - 如果有墙格挡, 则有一定概率继续开火, 一旦玩家立刻敌人视野超哥一段时间, 敌人自动切换为状态2 - -敌人状态1只存在于少数房间内, 比如特殊房间, 大部分情况下敌人应该是状态2, 或者玩家进入房间时就被敌人发现 -*/ -#endregion - using System; using System.Collections.Generic; @@ -156,6 +144,8 @@ //默认状态 StateController.ChangeStateInstant(AIStateEnum.AiNormal); + + //NavigationAgent2D.VelocityComputed += OnVelocityComputed; } protected override RoleState OnCreateRoleState() @@ -559,6 +549,11 @@ /// public void DoMove() { + // //计算移动 + // NavigationAgent2D.MaxSpeed = EnemyRoleState.MoveSpeed; + // var nextPos = NavigationAgent2D.GetNextPathPosition(); + // NavigationAgent2D.Velocity = (nextPos - Position - NavigationPoint.Position).Normalized() * RoleState.MoveSpeed; + AnimatedSprite.Play(AnimatorNames.Run); //计算移动 var nextPos = NavigationAgent2D.GetNextPathPosition(); @@ -594,4 +589,13 @@ StateController.Enable = false; this.CallDelay(0.7f, () => StateController.Enable = true); } + + // private void OnVelocityComputed(Vector2 velocity) + // { + // if (Mathf.Abs(velocity.X) >= 0.01f && Mathf.Abs(velocity.Y) >= 0.01f) + // { + // AnimatedSprite.Play(AnimatorNames.Run); + // BasisVelocity = velocity; + // } + // } }