diff --git a/DungeonShooting_Godot/scene/Main.tscn b/DungeonShooting_Godot/scene/Main.tscn
index 35a4274..aff7b6d 100644
--- a/DungeonShooting_Godot/scene/Main.tscn
+++ b/DungeonShooting_Godot/scene/Main.tscn
@@ -24,7 +24,6 @@
[node name="Main" type="Node2D"]
script = ExtResource( 3 )
-Debug = true
CursorPack = ExtResource( 4 )
RoomPath = NodePath("ViewCanvas/ViewportContainer/Viewport/Room")
ViewportPath = NodePath("ViewCanvas/ViewportContainer/Viewport")
diff --git a/DungeonShooting_Godot/src/game/SignNames.cs b/DungeonShooting_Godot/src/game/SignNames.cs
new file mode 100644
index 0000000..5bc2b82
--- /dev/null
+++ b/DungeonShooting_Godot/src/game/SignNames.cs
@@ -0,0 +1,11 @@
+
+///
+/// 标记名称
+///
+public class SignNames
+{
+ ///
+ /// Ai 对武器的标记名称, 一旦有该标记, Ai AiFindAmmoState 状态下寻找可用武器将忽略该武器
+ ///
+ public const string AiFindWeaponSign = "AiFindWeaponSign";
+}
\ No newline at end of file
diff --git a/DungeonShooting_Godot/src/game/item/package/Holster.cs b/DungeonShooting_Godot/src/game/item/package/Holster.cs
index 2b281b2..8cdac81 100644
--- a/DungeonShooting_Godot/src/game/item/package/Holster.cs
+++ b/DungeonShooting_Godot/src/game/item/package/Holster.cs
@@ -1,4 +1,5 @@
using System;
+using System.Collections.Generic;
using Godot;
///
@@ -117,14 +118,12 @@
///
/// 通过回调函数查询武器在武器袋中的位置, 如果没有, 则返回 -1
///
- ///
- ///
- public int FindWeapon(Func handler)
+ public int FindWeapon(Func handler)
{
for (int i = 0; i < SlotList.Length; i++)
{
var item = SlotList[i];
- if (item.Weapon != null && handler(item.Weapon))
+ if (item.Weapon != null && handler(item.Weapon, i))
{
return i;
}
@@ -133,6 +132,43 @@
}
///
+ /// 遍历所有武器
+ ///
+ public void ForEach(Action handler)
+ {
+ for (int i = 0; i < SlotList.Length; i++)
+ {
+ var item = SlotList[i];
+ if (item.Weapon != null)
+ {
+ handler(item.Weapon, i);
+ }
+ }
+ }
+
+ ///
+ /// 从武器袋中移除所有武器, 并返回
+ ///
+ public Weapon[] GetAndClearWeapon()
+ {
+ List weapons = new List();
+ for (int i = 0; i < SlotList.Length; i++)
+ {
+ var slot = SlotList[i];
+ var weapon = slot.Weapon;
+ if (weapon != null)
+ {
+ weapon.GetParent().RemoveChild(weapon);
+ weapon.Remove();
+ weapons.Add(weapon);
+ slot.Weapon = null;
+ }
+ }
+
+ return weapons.ToArray();
+ }
+
+ ///
/// 返回是否能放入武器
///
/// 武器对象
diff --git a/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs b/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs
index a870c8b..6c5ca8e 100644
--- a/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs
+++ b/DungeonShooting_Godot/src/game/item/weapon/Weapon.cs
@@ -952,7 +952,7 @@
//禁用碰撞
CollisionShape2D.Disabled = true;
//清除 Ai 拾起标记
- RemoveSign(AiFindAmmoState.AiFindWeaponSign);
+ RemoveSign(SignNames.AiFindWeaponSign);
OnPickUp(master);
}
diff --git a/DungeonShooting_Godot/src/game/item/weapon/bullet/Bullet.cs b/DungeonShooting_Godot/src/game/item/weapon/bullet/Bullet.cs
index dd070fc..28f33d1 100644
--- a/DungeonShooting_Godot/src/game/item/weapon/bullet/Bullet.cs
+++ b/DungeonShooting_Godot/src/game/item/weapon/bullet/Bullet.cs
@@ -70,7 +70,7 @@
var role = other.AsActivityObject();
if (role != null)
{
- role.Hurt(1);
+ role.CallDeferred(nameof(Role.Hurt), 4);
Destroy();
}
}
diff --git a/DungeonShooting_Godot/src/game/item/weapon/knife/Knife.cs b/DungeonShooting_Godot/src/game/item/weapon/knife/Knife.cs
index aee151f..b90ac06 100644
--- a/DungeonShooting_Godot/src/game/item/weapon/knife/Knife.cs
+++ b/DungeonShooting_Godot/src/game/item/weapon/knife/Knife.cs
@@ -118,7 +118,7 @@
{
if (activityObject is Role role)
{
- role.Hurt(1);
+ role.CallDeferred(nameof(Role.Hurt), 10);
}
}
}
diff --git a/DungeonShooting_Godot/src/game/role/Role.cs b/DungeonShooting_Godot/src/game/role/Role.cs
index a524d9b..b1ee678 100644
--- a/DungeonShooting_Godot/src/game/role/Role.cs
+++ b/DungeonShooting_Godot/src/game/role/Role.cs
@@ -79,6 +79,11 @@
public Vector2 Velocity { get; set; } = Vector2.Zero;
///
+ /// 是否死亡
+ ///
+ public bool IsDie { get; private set; }
+
+ ///
/// 血量
///
public int Hp
@@ -91,7 +96,7 @@
if (temp != _hp) OnChangeHp(_hp);
}
}
- private int _hp = 0;
+ private int _hp = 20;
///
/// 最大血量
@@ -107,7 +112,7 @@
if (temp != _maxHp) OnChangeMaxHp(_maxHp);
}
}
- private int _maxHp = 0;
+ private int _maxHp = 20;
///
/// 当前护盾值
@@ -257,7 +262,7 @@
public override void _Process(float delta)
{
base._Process(delta);
-
+
//看向目标
if (LookTarget != null)
{
@@ -368,6 +373,22 @@
}
///
+ /// 返回所有武器是否弹药都打光了
+ ///
+ public bool IsAllWeaponTotalAmmoEmpty()
+ {
+ foreach (var weaponSlot in Holster.SlotList)
+ {
+ if (weaponSlot.Weapon != null && !weaponSlot.Weapon.IsTotalAmmoEmpty())
+ {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ ///
/// 拾起一个武器, 返回是否成功拾取, 如果不想立刻切换到该武器, exchange 请传 false
///
/// 武器对象
@@ -468,7 +489,7 @@
}
///
- /// 受到伤害
+ /// 受到伤害, 如果是在碰撞信号处理函数中调用该函数, 请使用 CallDeferred 来延时调用, 否则很有可能导致报错
///
/// 伤害的量
public virtual void Hurt(int damage)
@@ -485,6 +506,17 @@
AnimationPlayer.Stop();
AnimationPlayer.Play("hit");
+
+ //死亡判定
+ if (Hp <= 0)
+ {
+ //死亡
+ if (!IsDie)
+ {
+ IsDie = true;
+ OnDie();
+ }
+ }
}
///
diff --git a/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs b/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs
index 74bd59d..e2e3143 100644
--- a/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs
+++ b/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs
@@ -81,6 +81,9 @@
Holster.SlotList[2].Enable = true;
Holster.SlotList[3].Enable = true;
+
+ MaxHp = 20;
+ Hp = 20;
//视野射线
ViewRay = GetNode("ViewRay");
@@ -122,6 +125,17 @@
_enemies.Remove(this);
}
+ protected override void OnDie()
+ {
+ //扔掉所有武器
+ var weapons = Holster.GetAndClearWeapon();
+ for (var i = 0; i < weapons.Length; i++)
+ {
+ weapons[i].ThrowWeapon(this);
+ }
+ Destroy();
+ }
+
public override void _PhysicsProcess(float delta)
{
base._PhysicsProcess(delta);
@@ -131,6 +145,33 @@
EnemyPickUpWeapon();
}
+ protected override void OnHit(int damage)
+ {
+ //受到伤害
+ var state = StateController.CurrState;
+ if (state == AiStateEnum.AiNormal || state == AiStateEnum.AiProbe || state == AiStateEnum.AiLeaveFor)
+ {
+ StateController.ChangeStateLate(AiStateEnum.AiTailAfter);
+ }
+ }
+
+ ///
+ /// 返回地上的武器是否有可以拾取的, 也包含没有被其他敌人标记的武器
+ ///
+ public bool CheckUsableWeaponInUnclaimed()
+ {
+ //如果存在有子弹的武器
+ foreach (var unclaimedWeapon in Weapon.UnclaimedWeapons)
+ {
+ if (!unclaimedWeapon.IsTotalAmmoEmpty() && !unclaimedWeapon.HasSign(SignNames.AiFindWeaponSign))
+ {
+ return true;
+ }
+ }
+
+ return false;
+ }
+
///
/// 更新敌人视野
///
@@ -140,7 +181,8 @@
for (var i = 0; i < _enemies.Count; i++)
{
var enemy = _enemies[i];
- if (enemy.StateController.CurrState == AiStateEnum.AiFollowUp) //目标在视野内
+ var state = enemy.StateController.CurrState;
+ if (state == AiStateEnum.AiFollowUp || state == AiStateEnum.AiSurround) //目标在视野内
{
IsFindTarget = true;
FindTargetPosition = Player.Current.GetCenterPosition();
@@ -159,21 +201,14 @@
if (weapon.IsTotalAmmoEmpty()) //当前武器弹药打空
{
//切换到有子弹的武器
- var index = Holster.FindWeapon(we => !we.IsTotalAmmoEmpty());
+ var index = Holster.FindWeapon((we, i) => !we.IsTotalAmmoEmpty());
if (index != -1)
{
Holster.ExchangeByIndex(index);
}
- else //所有子弹打光, 去寻找武器
+ else //所有子弹打光
{
- //如果存在有子弹的武器
- foreach (var unclaimedWeapon in Weapon.UnclaimedWeapons)
- {
- if (!unclaimedWeapon.IsTotalAmmoEmpty())
- {
- StateController.ChangeStateLate(AiStateEnum.AiFindAmmo);
- }
- }
+
}
}
else if (weapon.Reloading) //换弹中
@@ -297,7 +332,7 @@
return;
}
- var index = Holster.FindWeapon(we => we.TypeId == weapon.TypeId);
+ var index = Holster.FindWeapon((we, i) => we.TypeId == weapon.TypeId);
if (index != -1) //与武器袋中武器类型相同, 补充子弹
{
if (!Holster.GetWeapon(index).IsAmmoFull())
@@ -308,7 +343,7 @@
return;
}
- var index2 = Holster.FindWeapon(we =>
+ var index2 = Holster.FindWeapon((we, i) =>
we.Attribute.WeightType == weapon.Attribute.WeightType && we.IsTotalAmmoEmpty());
if (index2 != -1) //扔掉没子弹的武器
{
diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AIStateEnum.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AIStateEnum.cs
index 816e2c7..bdf95b2 100644
--- a/DungeonShooting_Godot/src/game/role/enemy/state/AIStateEnum.cs
+++ b/DungeonShooting_Godot/src/game/role/enemy/state/AIStateEnum.cs
@@ -18,11 +18,11 @@
///
AiTailAfter,
///
- /// 目标在视野内, 跟进目标
+ /// 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
///
AiFollowUp,
///
- /// 距离足够进, 在目标附近随机移动
+ /// 距离足够近, 在目标附近随机移动
///
AiSurround,
///
diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiFindAmmoState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiFindAmmoState.cs
index 182dd06..53d0854 100644
--- a/DungeonShooting_Godot/src/game/role/enemy/state/AiFindAmmoState.cs
+++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiFindAmmoState.cs
@@ -1,5 +1,4 @@
-using System.Linq;
using Godot;
///
@@ -7,11 +6,6 @@
///
public class AiFindAmmoState : StateBase
{
- ///
- /// Ai 对武器的标记名称, 一旦有该标记, Ai AiFindAmmoState 状态下寻找可用武器将忽略该武器
- ///
- public const string AiFindWeaponSign = "AiFindWeaponSign";
-
private Weapon _target;
@@ -19,6 +13,9 @@
private float _navigationUpdateTimer = 0;
private float _navigationInterval = 1f;
+ private bool _isInTailAfterRange = false;
+ private float _tailAfterTimer = 0;
+
public AiFindAmmoState() : base(AiStateEnum.AiFindAmmo)
{
}
@@ -26,6 +23,9 @@
public override void Enter(AiStateEnum prev, params object[] args)
{
_navigationUpdateTimer = 0;
+ _isInTailAfterRange = false;
+ _tailAfterTimer = 0;
+ //找到能用的武器
FindTargetWeapon();
if (_target == null)
{
@@ -34,7 +34,7 @@
}
//标记武器
- _target.SetSign(AiFindWeaponSign, Master);
+ _target.SetSign(SignNames.AiFindWeaponSign, Master);
}
public override void PhysicsProcess(float delta)
@@ -42,81 +42,101 @@
var activeWeapon = Master.Holster.ActiveWeapon;
if (activeWeapon != null && !activeWeapon.IsTotalAmmoEmpty()) //已经有弹药了
{
- ChangeStateLate(AiStateEnum.AiNormal);
+ ChangeStateLate(GetNextState());
return;
}
-
- if (_target != null)
+
+ //更新目标位置
+ if (_navigationUpdateTimer <= 0)
{
- //更新目标位置
- if (_navigationUpdateTimer <= 0)
+ //每隔一段时间秒更改目标位置
+ _navigationUpdateTimer = _navigationInterval;
+ var position = _target.GlobalPosition;
+ if (Master.NavigationAgent2D.GetTargetLocation() != position)
{
- //每隔一段时间秒更改目标位置
- _navigationUpdateTimer = _navigationInterval;
- var position = _target.GlobalPosition;
- if (Master.NavigationAgent2D.GetTargetLocation() != position)
- {
- Master.NavigationAgent2D.SetTargetLocation(position);
- }
- }
- else
- {
- _navigationUpdateTimer -= delta;
- }
-
- //枪口指向玩家
- Master.LookTargetPosition(Player.Current.GlobalPosition);
-
- if (_target.IsQueuedForDeletion() || _target.IsTotalAmmoEmpty()) //已经被销毁, 或者弹药已经被其他角色捡走
- {
- //再去寻找其他武器
- FindTargetWeapon();
-
- if (_target == null) //也没有其他可用的武器了
- {
- ChangeStateLate(AiStateEnum.AiNormal);
- }
- }
- else if (_target.Master == Master) //已经被自己拾起
- {
- ChangeStateLate(AiStateEnum.AiNormal);
- }
- else if (_target.Master != null) //武器已经被其他角色拾起!
- {
- //再去寻找其他武器
- FindTargetWeapon();
-
- if (_target == null) //也没有其他可用的武器了
- {
- ChangeStateLate(AiStateEnum.AiNormal);
- }
- }
- else
- {
- //向武器移动
- if (!Master.NavigationAgent2D.IsNavigationFinished())
- {
- //计算移动
- var nextPos = Master.NavigationAgent2D.GetNextLocation();
- Master.AnimatedSprite.Animation = AnimatorNames.Run;
- Master.Velocity =
- (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() *
- Master.MoveSpeed;
- Master.CalcMove(delta);
- }
+ Master.NavigationAgent2D.SetTargetLocation(position);
}
}
else
{
+ _navigationUpdateTimer -= delta;
+ }
+ var playerPos = Player.Current.GetCenterPosition();
+ //枪口指向玩家
+ Master.LookTargetPosition(playerPos);
+
+ if (_target.IsQueuedForDeletion() || _target.IsTotalAmmoEmpty()) //已经被销毁, 或者弹药已经被其他角色捡走
+ {
+ //再去寻找其他武器
+ FindTargetWeapon();
+
+ if (_target == null) //也没有其他可用的武器了
+ {
+ ChangeStateLate(GetNextState());
+ }
+ }
+ else if (_target.Master == Master) //已经被自己拾起
+ {
+ ChangeStateLate(GetNextState());
+ }
+ else if (_target.Master != null) //武器已经被其他角色拾起!
+ {
+ //再去寻找其他武器
+ FindTargetWeapon();
+
+ if (_target == null) //也没有其他可用的武器了
+ {
+ ChangeStateLate(GetNextState());
+ }
+ }
+ else
+ {
+ //检测目标没有超出跟随视野距离
+ _isInTailAfterRange = Master.IsInTailAfterViewRange(playerPos);
+ if (_isInTailAfterRange)
+ {
+ _tailAfterTimer = 0;
+ }
+ else
+ {
+ _tailAfterTimer += delta;
+ }
+
+ //向武器移动
+ if (!Master.NavigationAgent2D.IsNavigationFinished())
+ {
+ //计算移动
+ var nextPos = Master.NavigationAgent2D.GetNextLocation();
+ Master.AnimatedSprite.Animation = AnimatorNames.Run;
+ Master.Velocity =
+ (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() *
+ Master.MoveSpeed;
+ Master.CalcMove(delta);
+ }
}
}
+ private AiStateEnum GetNextState()
+ {
+ return _tailAfterTimer > 10 ? AiStateEnum.AiNormal : AiStateEnum.AiTailAfter;
+ }
+
public override void DebugDraw()
{
if (_target != null)
{
Master.DrawLine(Vector2.Zero, Master.ToLocal(_target.GlobalPosition), Colors.Purple);
+
+ if (_tailAfterTimer <= 0)
+ {
+ Master.DrawLine(Vector2.Zero, Master.ToLocal(Player.Current.GetCenterPosition()), Colors.Orange);
+ }
+ else if (_tailAfterTimer <= 10)
+ {
+ Master.DrawLine(Vector2.Zero, Master.ToLocal(Player.Current.GetCenterPosition()), Colors.Blue);
+ }
+
}
}
@@ -129,16 +149,16 @@
if (!weapon.IsTotalAmmoEmpty())
{
//查询是否有其他敌人标记要拾起该武器
- if (weapon.HasSign(AiFindWeaponSign))
+ if (weapon.HasSign(SignNames.AiFindWeaponSign))
{
- var enemy = weapon.GetSign(AiFindWeaponSign);
+ var enemy = weapon.GetSign(SignNames.AiFindWeaponSign);
if (enemy == Master) //就是自己标记的
{
-
+
}
else if (enemy == null || enemy.IsQueuedForDeletion()) //标记当前武器的敌人已经被销毁
{
- weapon.RemoveSign(AiFindWeaponSign);
+ weapon.RemoveSign(SignNames.AiFindWeaponSign);
}
else //放弃这把武器
{
diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiFollowUpState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiFollowUpState.cs
index af61de8..f4a8371 100644
--- a/DungeonShooting_Godot/src/game/role/enemy/state/AiFollowUpState.cs
+++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiFollowUpState.cs
@@ -2,7 +2,7 @@
using Godot;
///
-/// 目标在视野范围内, 跟进目标
+/// 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
///
public class AiFollowUpState : StateBase
{
@@ -16,10 +16,6 @@
private float _navigationUpdateTimer = 0;
private float _navigationInterval = 0.3f;
- //是否存在下一个移动点
- //private bool _hasNextPosition;
- //private Vector2 _nextPosition;
-
public AiFollowUpState() : base(AiStateEnum.AiFollowUp)
{
}
@@ -32,6 +28,18 @@
public override void PhysicsProcess(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
+ if (Master.CheckUsableWeaponInUnclaimed())
+ {
+ //切换到寻找武器状态
+ ChangeStateLate(AiStateEnum.AiFindAmmo);
+ return;
+ }
+ }
+
var playerPos = Player.Current.GetCenterPosition();
//更新玩家位置
diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiLeaveForState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiLeaveForState.cs
index 2b3c3e3..96babc1 100644
--- a/DungeonShooting_Godot/src/game/role/enemy/state/AiLeaveForState.cs
+++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiLeaveForState.cs
@@ -2,7 +2,7 @@
using Godot;
///
-/// 前往目标位置
+/// 收到其他敌人通知, 前往发现目标的位置
///
public class AiLeaveForState : StateBase
{
@@ -20,14 +20,32 @@
{
Master.NavigationAgent2D.SetTargetLocation(Enemy.FindTargetPosition);
}
+ // else if (args.Length > 0 && args[0] is Vector2 targetPos)
+ // {
+ // Master.NavigationAgent2D.SetTargetLocation(targetPos);
+ // }
else
{
ChangeStateLate(prev);
+ return;
+ }
+
+ //先检查弹药是否打光
+ if (Master.IsAllWeaponTotalAmmoEmpty())
+ {
+ //再寻找是否有可用的武器
+ if (Master.CheckUsableWeaponInUnclaimed())
+ {
+ //切换到寻找武器状态
+ ChangeStateLate(AiStateEnum.AiFindAmmo);
+ }
}
}
public override void PhysicsProcess(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
+
//更新玩家位置
if (_navigationUpdateTimer <= 0)
{
diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiSurroundState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiSurroundState.cs
index aaa465d..36c6594 100644
--- a/DungeonShooting_Godot/src/game/role/enemy/state/AiSurroundState.cs
+++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiSurroundState.cs
@@ -2,7 +2,7 @@
using Godot;
///
-/// 距离足够进, 在目标附近随机移动
+/// 距离目标足够近, 在目标附近随机移动, 并开火
///
public class AiSurroundState : StateBase
{
@@ -33,6 +33,18 @@
public override void PhysicsProcess(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
+ if (Master.CheckUsableWeaponInUnclaimed())
+ {
+ //切换到寻找武器状态
+ ChangeStateLate(AiStateEnum.AiFindAmmo);
+ return;
+ }
+ }
+
var playerPos = Player.Current.GetCenterPosition();
var weapon = Master.Holster.ActiveWeapon;
diff --git a/DungeonShooting_Godot/src/game/role/enemy/state/AiTailAfterState.cs b/DungeonShooting_Godot/src/game/role/enemy/state/AiTailAfterState.cs
index 32b2a97..7a094e7 100644
--- a/DungeonShooting_Godot/src/game/role/enemy/state/AiTailAfterState.cs
+++ b/DungeonShooting_Godot/src/game/role/enemy/state/AiTailAfterState.cs
@@ -27,10 +27,23 @@
_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
+ if (Master.CheckUsableWeaponInUnclaimed())
+ {
+ //切换到寻找武器状态
+ ChangeStateLate(AiStateEnum.AiFindAmmo);
+ }
+ }
}
public override void PhysicsProcess(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.Room.Player.GetCenterPosition();
//更新玩家位置
@@ -48,11 +61,12 @@
_navigationUpdateTimer -= delta;
}
+ //枪口指向玩家
+ Master.LookTargetPosition(playerPos);
if (!Master.NavigationAgent2D.IsNavigationFinished())
{
//计算移动
var nextPos = Master.NavigationAgent2D.GetNextLocation();
- Master.LookTargetPosition(playerPos);
Master.AnimatedSprite.Animation = AnimatorNames.Run;
Master.Velocity = (nextPos - Master.GlobalPosition - Master.NavigationPoint.Position).Normalized() *
Master.MoveSpeed;
diff --git a/DungeonShooting_Godot/src/game/room/RoomManager.cs b/DungeonShooting_Godot/src/game/room/RoomManager.cs
index 9cb6d31..29c8bfa 100644
--- a/DungeonShooting_Godot/src/game/room/RoomManager.cs
+++ b/DungeonShooting_Godot/src/game/room/RoomManager.cs
@@ -117,7 +117,7 @@
//WeaponManager.GetGun("1003").PutDown(new Vector2(180, 180));
WeaponManager.GetGun("1002").PutDown(new Vector2(180, 120));
- //WeaponManager.GetGun("1004").PutDown(new Vector2(220, 120));
+ WeaponManager.GetGun("1004").PutDown(new Vector2(220, 120));
}
public override void _Process(float delta)