调整拾捡逻辑。
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@ -81,6 +81,7 @@ log_upload_failed,上传失败,错误代码:{0},剩余{1}条日志待上
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log_upload_status,已记录{0}条日志,上传阈值为{1}。,"{0} logs recorded, upload threshold is {1}.",{0}個のログが記録され、アップロード閾値は{1}です。
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log_weapon_detected,检测到武器。,Weapon detected.,武器が検出されました。
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log_no_weapon_detected,没有检测到武器。,No weapon detected.,武器が検出されません。
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log_weapon_lost,武器丢失。,Weapon lost.,武器が失われました。
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log_nearest_node_is_null,最近的节点为空。,The nearest node is null.,最も近いノードが空です。
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log_node_is_not_WeaponTemplate,节点不是WeaponTemplate。,The node is not a WeaponTemplate.,ノードはWeaponTemplateではありません。
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log_weapon_pick_failed,武器拾取失败。,Weapon pick failed.,武器の拾い上げに失敗しました。
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log_weapon_pick_success,武器拾取成功。,Weapon pick success.,武器の拾い上げに成功しました。
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@ -46,11 +46,6 @@ public sealed partial class AiCharacter : CharacterTemplate
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/// </summary>
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private List<CharacterTemplate>? _enemyInTheScoutRange;
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/// <summary>
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/// <para>Every weapon in the recon area</para>
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/// <para>在侦察范围内所有的武器</para>
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/// </summary>
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private List<WeaponTemplate>? _weaponInTheScoutRange;
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/// <summary>
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@ -83,13 +78,13 @@ public sealed partial class AiCharacter : CharacterTemplate
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/// <para>Exclamation bubble Id</para>
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/// <para>感叹气泡Id</para>
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/// </summary>
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private const int plaintBubbleId = 0;
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private const int PlaintBubbleId = 0;
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/// <summary>
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/// <para>Query bubble Id</para>
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/// <para>疑问气泡Id</para>
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/// </summary>
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private const int queryBubbleId = 1;
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private const int QueryBubbleId = 1;
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/// <summary>
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/// <para>BubbleMarker</para>
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@ -113,7 +108,6 @@ public sealed partial class AiCharacter : CharacterTemplate
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_enemyInTheAttackRange = new List<CharacterTemplate>();
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_enemyInTheScoutRange = new List<CharacterTemplate>();
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_weaponInTheScoutRange = new List<WeaponTemplate>();
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_screenEnabler2D = GetNode<VisibleOnScreenEnabler2D>("VisibleOnScreenEnabler2D");
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_screenEnabler2D.ScreenEntered += () =>
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{
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@ -134,14 +128,14 @@ public sealed partial class AiCharacter : CharacterTemplate
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var plaint = NodeUtils.InstantiatePackedScene<Control>(plaintScene);
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if (plaint != null)
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{
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_bubbleMarker.AddBubble(plaintBubbleId, plaint);
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_bubbleMarker.AddBubble(PlaintBubbleId, plaint);
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}
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using var queryScene = GD.Load<PackedScene>("res://prefab/ui/query.tscn");
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var query = NodeUtils.InstantiatePackedScene<Control>(queryScene);
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if (query != null)
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{
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_bubbleMarker.AddBubble(queryBubbleId, query);
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_bubbleMarker.AddBubble(QueryBubbleId, query);
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}
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}
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@ -228,12 +222,12 @@ public sealed partial class AiCharacter : CharacterTemplate
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/// </summary>
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public void DispladyPlaint()
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{
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_bubbleMarker?.ShowBubble(plaintBubbleId);
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_bubbleMarker?.ShowBubble(PlaintBubbleId);
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}
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public void HidePlaint()
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{
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_bubbleMarker?.HideBubble(plaintBubbleId);
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_bubbleMarker?.HideBubble(PlaintBubbleId);
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}
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/// <summary>
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@ -242,12 +236,12 @@ public sealed partial class AiCharacter : CharacterTemplate
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/// </summary>
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public void DispladyQuery()
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{
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_bubbleMarker?.ShowBubble(queryBubbleId);
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_bubbleMarker?.ShowBubble(QueryBubbleId);
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}
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public void HideQuery()
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{
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_bubbleMarker?.HideBubble(queryBubbleId);
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_bubbleMarker?.HideBubble(QueryBubbleId);
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}
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/// <summary>
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@ -268,36 +262,6 @@ public sealed partial class AiCharacter : CharacterTemplate
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return _enemyInTheScoutRange.Count > 0;
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}
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/// <summary>
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/// <para>Any weapons found in the recon area</para>
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/// <para>侦察范围内是否发现武器</para>
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/// </summary>
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/// <returns></returns>
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public bool ScoutWeaponDetected()
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{
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if (_weaponInTheScoutRange == null)
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{
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return false;
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}
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return _weaponInTheScoutRange.Count > 0;
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}
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/// <summary>
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/// <para>Get weapons in the recon area</para>
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/// <para>获取侦察范围内的武器</para>
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/// </summary>
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/// <returns></returns>
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public WeaponTemplate[]? GetWeaponInScoutArea()
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{
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if (_weaponInTheScoutRange == null)
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{
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return null;
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}
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return _weaponInTheScoutRange.ToArray();
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}
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/// <summary>
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/// <para>Get the first enemy in range</para>
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/// <para>获取第一个进入侦察范围的敌人</para>
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@ -346,11 +310,6 @@ public sealed partial class AiCharacter : CharacterTemplate
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/// <param name="node"></param>
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private void EnterTheScoutArea(Node node)
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{
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if (node is WeaponTemplate weaponTemplate)
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{
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_weaponInTheScoutRange?.Add(weaponTemplate);
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}
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CanCauseHarmNode(node, (canCause, characterTemplate) =>
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{
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if (canCause && characterTemplate != null)
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@ -372,11 +331,6 @@ public sealed partial class AiCharacter : CharacterTemplate
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return;
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}
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if (node is WeaponTemplate weaponTemplate)
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{
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_weaponInTheScoutRange?.Remove(weaponTemplate);
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}
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if (node is CharacterTemplate characterTemplate)
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{
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_enemyInTheScoutRange?.Remove(characterTemplate);
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@ -308,7 +308,7 @@ public partial class CharacterTemplate : CharacterBody2D
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/// </summary>
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/// <param name="node"></param>
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/// <returns></returns>
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private bool CanPickItem(Node node)
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protected bool CanPickItem(Node node)
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{
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if (_currentItem != null && node == _currentItem)
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{
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@ -336,7 +336,7 @@ public partial class CharacterTemplate : CharacterBody2D
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///<para>Whether successfully picked up</para>
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///<para>是否成功拾起</para>
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/// </returns>
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protected bool PickItem(Node2D? pickAbleItemNode2D)
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public bool PickItem(Node2D? pickAbleItemNode2D)
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{
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//Empty reference checking is implicitly performed here.
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//此处隐式的执行了空引用检查。
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@ -585,12 +585,12 @@ public partial class CharacterTemplate : CharacterBody2D
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if (damageTemplate.Attacker is CharacterTemplate characterTemplate &&
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!string.IsNullOrEmpty(characterTemplate.CharacterName))
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{
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LogCat.LogWithFormat("death_info", LogCat.LogLabel.Default, LogCat.UploadFormat,CharacterName,
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LogCat.LogWithFormat("death_info", LogCat.LogLabel.Default, LogCat.UploadFormat, CharacterName,
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characterTemplate.CharacterName);
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}
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else
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{
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LogCat.LogWithFormat("death_info", LogCat.LogLabel.Default, LogCat.UploadFormat,CharacterName,
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LogCat.LogWithFormat("death_info", LogCat.LogLabel.Default, LogCat.UploadFormat, CharacterName,
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damageTemplate.Attacker.Name);
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}
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}
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@ -27,26 +27,37 @@ public class LookForWeaponProcessor : StateProcessorTemplate
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{
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//If the nearest weapon is found, move the character to the weapon.
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//如果有最近的武器被找到了,那么将角色移动到武器旁边。
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var distance = aiCharacter.GlobalPosition.DistanceTo(TargetWeapon.GlobalPosition);
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if (distance < 5)
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{
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bool pick = aiCharacter.PickItem(TargetWeapon);
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if (pick)
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{
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context.CurrentState = context.PreviousState;
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LogCat.Log("weapon_pick_success", LogCat.LogLabel.LookForWeaponProcessor);
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}
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else
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{
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LogCat.Log("weapon_pick_failed", LogCat.LogLabel.LookForWeaponProcessor);
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TargetWeapon = null;
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}
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}
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else
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{
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aiCharacter.SetTargetPosition(TargetWeapon.GlobalPosition);
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}
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return;
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}
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if (aiCharacter.ScoutWeaponDetected())
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if (aiCharacter.GetCanPickedWeapon().Length > 0)
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{
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//Weapons were found in the character's recon area.
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//在角色的侦察范围内发现了武器。
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//We search for the nearest weapon.
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//我们搜索最近的武器。
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LogCat.Log("weapon_detected", LogCat.LogLabel.LookForWeaponProcessor);
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var weaponTemplates = aiCharacter.GetWeaponInScoutArea();
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if (weaponTemplates == null || weaponTemplates.Length == 0)
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{
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//The weapon may have been lost or taken by someone else.
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//武器可能已丢失,或被他人占用。
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LogCat.Log("weapon_lost", LogCat.LogLabel.LookForWeaponProcessor);
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return;
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}
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var weaponTemplates = aiCharacter.GetCanPickedWeapon();
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var nodes = new List<Node>();
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foreach (var weapon in weaponTemplates)
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{
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