Traveller/scripts/stateMachine/StateProcessor/AttackStateProcessor.cs

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using System;
using ColdMint.scripts.character;
using Godot;
namespace ColdMint.scripts.stateMachine.StateProcessor;
/// <summary>
/// <para>AttackStateProcessor</para>
/// <para>攻击状态处理器</para>
/// </summary>
public class AttackStateProcessor : StateProcessorTemplate
{
/// <summary>
/// <para>Consecutive attacks</para>
/// <para>连续攻击次数</para>
/// </summary>
private int _consecutiveAttacks;
/// <summary>
/// <para>Max number of consecutive attacks</para>
/// <para>最大连续攻击次数</para>
/// </summary>
/// <remarks>
///<para>When this value is reached, the attack needs to be paused for a period of time.</para>
///<para>到达此值后需要暂停一段时间攻击。</para>
/// </remarks>
public int MaxConsecutiveAttacks = 3;
/// <summary>
/// <para>How long to pause after the maximum number of attacks is reached</para>
/// <para>到达最大攻击次数后停顿多长时间</para>
/// </summary>
public TimeSpan PauseTimeSpan = TimeSpan.FromSeconds(3);
/// <summary>
/// <para>Time of next attack</para>
/// <para>下次攻击时间</para>
/// </summary>
private DateTime _nextAttackTime = DateTime.Now;
protected override void OnExecute(StateContext context, Node owner)
{
var now = DateTime.Now;
if (now < _nextAttackTime)
{
return;
}
if (owner is not AiCharacter aiCharacter)
{
return;
}
var enemy = aiCharacter.GetFirstEnemyInScoutArea();
if (enemy == null)
{
context.CurrentState = context.PreviousState;
return;
}
var canAttackEnemy = aiCharacter.GetFirstEnemyInAttackArea();
if (canAttackEnemy == null)
{
context.CurrentState = context.PreviousState;
return;
}
aiCharacter.DispladyPlaint();
aiCharacter.HideQuery();
if (aiCharacter.UseItem(enemy.GlobalPosition))
{
_consecutiveAttacks++;
if (_consecutiveAttacks >= MaxConsecutiveAttacks)
{
_consecutiveAttacks = 0;
_nextAttackTime = now + PauseTimeSpan;
}
}
aiCharacter.AimTheCurrentItemAtAPoint(enemy.GlobalPosition);
}
public override State State => State.Attack;
}