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