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