Traveller/scripts/character/AiCharacter.cs

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using System;
using System.Collections.Generic;
using ColdMint.scripts.behaviorTree;
using Godot;
namespace ColdMint.scripts.character;
/// <summary>
/// <para>The role played by computers</para>
/// <para>由电脑扮演的角色</para>
/// </summary>
public sealed partial class AiCharacter : CharacterTemplate
{
/// <summary>
/// <para>How fast the character moves</para>
/// <para>角色的移动速度</para>
/// </summary>
private float _movementSpeed = 300.0f;
private BehaviorNode? _behaviorNode;
//Used to detect rays on walls
//用于检测墙壁的射线
private RayCast2D? _wallDetection;
public RayCast2D? WallDetection => _wallDetection;
private Vector2 _wallDetectionOrigin;
private Area2D? _attackArea;
/// <summary>
/// <para>Nodes in the attack range</para>
/// <para>在攻击范围内的节点</para>
/// </summary>
private List<Node>? _nodesInTheAttackRange;
/// <summary>
/// <para>All nodes in the attack range</para>
/// <para>在攻击范围内的全部节点</para>
/// </summary>
public Node[] NodesInTheAttackRange => _nodesInTheAttackRange?.ToArray() ?? Array.Empty<Node>();
/// <summary>
/// <para>Obstacle detection ray during attack</para>
/// <para>攻击时的障碍物检测射线</para>
/// </summary>
/// <remarks>
///<para></para>
///<para>检测与目标点直接是否间隔墙壁</para>
/// </remarks>
private RayCast2D? _attackObstacleDetection;
public RayCast2D? AttackObstacleDetection => _attackObstacleDetection;
public override void _Ready()
{
base._Ready();
_nodesInTheAttackRange = new List<Node>();
_behaviorNode = GetNode<BehaviorNode>("Behavior");
_wallDetection = GetNode<RayCast2D>("WallDetection");
_attackArea = GetNode<Area2D>("AttackArea2D");
if (ItemMarker2D != null)
{
_attackObstacleDetection = ItemMarker2D.GetNode<RayCast2D>("AttackObstacleDetection");
}
if (_attackArea != null)
{
//If true, the zone will detect objects or areas entering and leaving the zone.
//如果为true该区域将检测进出该区域的物体或区域。
_attackArea.Monitoring = true;
//Other areas can't detect our attack zone
//其他区域不能检测到我们的攻击区域
_attackArea.Monitorable = false;
_attackArea.BodyEntered += EnterTheAttackArea;
_attackArea.BodyExited += ExitTheAttackArea;
}
_wallDetectionOrigin = _wallDetection.TargetPosition;
// var patrolBehaviorTree = new PatrolBehaviorTree();
// patrolBehaviorTree.Character = this;
// patrolBehaviorTree.Init();
// _behaviorNode.Root = patrolBehaviorTree.Root;
}
private void EnterTheAttackArea(Node node)
{
_nodesInTheAttackRange?.Add(node);
}
private void ExitTheAttackArea(Node node)
{
_nodesInTheAttackRange?.Remove(node);
}
/// <summary>
/// <para>Move left</para>
/// <para>向左移动</para>
/// </summary>
public void MoveLeft()
{
var oldVelocity = Velocity;
oldVelocity.X = -_movementSpeed;
Velocity = oldVelocity;
}
/// <summary>
/// <para>Move right</para>
/// <para>向右移动</para>
/// </summary>
public void MoveRight()
{
var oldVelocity = Velocity;
oldVelocity.X = _movementSpeed;
Velocity = oldVelocity;
}
/// <summary>
/// <para>Rotor</para>
/// <para>转头</para>
/// </summary>
public void Rotor()
{
FacingLeft = !FacingLeft;
Flip();
//Change the direction of the wall detection
//改变墙壁检测的方向
if (_wallDetection == null) return;
var newDirection = _wallDetectionOrigin;
newDirection.X = FacingLeft ? -_wallDetectionOrigin.X : _wallDetectionOrigin.X;
_wallDetection.TargetPosition = newDirection;
}
/// <summary>
/// <para>stop moving</para>
/// <para>停止移动</para>
/// </summary>
public void StopMoving()
{
Velocity = Vector2.Zero;
}
}