Traveller/scripts/stateMachine/StateProcessor/ChaseStateProcessor.cs

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using ColdMint.scripts.character;
using ColdMint.scripts.debug;
using Godot;
namespace ColdMint.scripts.stateMachine.StateProcessor;
/// <summary>
/// <para>Chasing state processor</para>
/// <para>追击状态处理器</para>
/// </summary>
public class ChaseStateProcessor : StateProcessorTemplate
{
protected override void OnExecute(StateContext context, Node owner)
{
if (owner is not AiCharacter aiCharacter)
{
return;
}
//Get the first enemy to enter the reconnaissance range.
//获取第一次进入侦察范围的敌人。
var enemy = aiCharacter.GetFirstEnemyInScoutArea();
if (enemy == null)
{
//No more enemies. Return to previous status.
//没有敌人了,返回上一个状态。
aiCharacter.HidePlaint();
aiCharacter.HideQuery();
aiCharacter.SetTargetPosition(aiCharacter.GlobalPosition);
LogCat.Log("chase_no_enemy", label: LogCat.LogLabel.ChaseStateProcessor);
context.CurrentState = context.PreviousState;
}
else
{
var canAttackEnemy = aiCharacter.GetFirstEnemyInAttackArea();
if (canAttackEnemy == null)
{
aiCharacter.HidePlaint();
aiCharacter.DispladyQuery();
}
else
{
context.CurrentState = State.Attack;
}
//Set the position of the enemy entering the range to the position we are going to.
//将进入范围的敌人位置设置为我们要前往的位置。
aiCharacter.SetTargetPosition(enemy.GlobalPosition);
aiCharacter.AimTheCurrentItemAtAPoint(enemy.GlobalPosition);
}
}
public override State State => State.Chase;
}