抽出AiRole类

This commit is contained in:
小李xl 2024-03-24 01:53:43 +08:00
parent 2228c4c850
commit dd8583f5bf
14 changed files with 415 additions and 411 deletions

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@ -0,0 +1,381 @@
using AiState;
using Godot;
/// <summary>
/// Ai角色
/// </summary>
public abstract partial class AiRole : Role
{
/// <summary>
/// 目标是否在视野内
/// </summary>
public bool TargetInView { get; set; } = true;
/// <summary>
/// 敌人身上的状态机控制器
/// </summary>
public StateController<AiRole, AIStateEnum> StateController { get; private set; }
/// <summary>
/// 视野检测射线, 朝玩家打射线, 检测是否碰到墙
/// </summary>
[Export, ExportFillNode]
public RayCast2D ViewRay { get; set; }
/// <summary>
/// 导航代理
/// </summary>
[Export, ExportFillNode]
public NavigationAgent2D NavigationAgent2D { get; set; }
/// <summary>
/// 导航代理中点
/// </summary>
[Export, ExportFillNode]
public Marker2D NavigationPoint { get; set; }
/// <summary>
/// 不通过武发射子弹的开火点
/// </summary>
[Export, ExportFillNode]
public Marker2D FirePoint { get; set; }
/// <summary>
/// 当前敌人所看向的对象, 也就是枪口指向的对象
/// </summary>
public ActivityObject LookTarget { get; set; }
/// <summary>
/// 攻击锁定目标时间
/// </summary>
public float LockingTime { get; set; } = 1f;
/// <summary>
/// 锁定目标已经走过的时间
/// </summary>
public float LockTargetTime { get; set; } = 0;
/// <summary>
/// 视野半径, 单位像素, 发现玩家后改视野范围可以穿墙
/// </summary>
public float ViewRange { get; set; } = 250;
/// <summary>
/// 发现玩家后跟随玩家的视野半径
/// </summary>
public float TailAfterViewRange { get; set; } = 400;
/// <summary>
/// 背后的视野半径, 单位像素
/// </summary>
public float BackViewRange { get; set; } = 50;
/// <summary>
/// 攻击间隔时间, 秒
/// </summary>
public float AttackInterval { get; set; } = 0;
public override void OnInit()
{
base.OnInit();
IsAi = true;
StateController = AddComponent<StateController<AiRole, AIStateEnum>>();
//注册Ai状态机
StateController.Register(new AiNormalState());
StateController.Register(new AiTailAfterState());
StateController.Register(new AiFollowUpState());
StateController.Register(new AiLeaveForState());
StateController.Register(new AiSurroundState());
StateController.Register(new AiFindAmmoState());
StateController.Register(new AiAttackState());
StateController.Register(new AiAstonishedState());
StateController.Register(new AiNotifyState());
//默认状态
StateController.ChangeStateInstant(AIStateEnum.AiNormal);
//NavigationAgent2D.VelocityComputed += OnVelocityComputed;
}
/// <summary>
/// 返回地上的武器是否有可以拾取的, 也包含没有被其他敌人标记的武器
/// </summary>
public bool CheckUsableWeaponInUnclaimed()
{
foreach (var unclaimedWeapon in World.Weapon_UnclaimedWeapons)
{
//判断是否能拾起武器, 条件: 相同的房间
if (unclaimedWeapon.AffiliationArea == AffiliationArea)
{
if (!unclaimedWeapon.IsTotalAmmoEmpty())
{
if (!unclaimedWeapon.HasSign(SignNames.AiFindWeaponSign))
{
return true;
}
else
{
//判断是否可以移除该标记
var enemy = unclaimedWeapon.GetSign<Enemy>(SignNames.AiFindWeaponSign);
if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁
{
unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign);
return true;
}
else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了
{
unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign);
return true;
}
}
}
}
}
return false;
}
/// <summary>
/// 寻找可用的武器
/// </summary>
public Weapon FindTargetWeapon()
{
Weapon target = null;
var position = Position;
foreach (var weapon in World.Weapon_UnclaimedWeapons)
{
//判断是否能拾起武器, 条件: 相同的房间, 或者当前房间目前没有战斗, 或者不在战斗房间
if (weapon.AffiliationArea == AffiliationArea)
{
//还有弹药
if (!weapon.IsTotalAmmoEmpty())
{
//查询是否有其他敌人标记要拾起该武器
if (weapon.HasSign(SignNames.AiFindWeaponSign))
{
var enemy = weapon.GetSign<Enemy>(SignNames.AiFindWeaponSign);
if (enemy == this) //就是自己标记的
{
}
else if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁
{
weapon.RemoveSign(SignNames.AiFindWeaponSign);
}
else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了
{
weapon.RemoveSign(SignNames.AiFindWeaponSign);
}
else //放弃这把武器
{
continue;
}
}
if (target == null) //第一把武器
{
target = weapon;
}
else if (target.Position.DistanceSquaredTo(position) >
weapon.Position.DistanceSquaredTo(position)) //距离更近
{
target = weapon;
}
}
}
}
return target;
}
/// <summary>
/// 获取武器攻击范围 (最大距离值与最小距离的中间值)
/// </summary>
/// <param name="weight">从最小到最大距离的过渡量, 0 - 1, 默认 0.5</param>
public float GetWeaponRange(float weight = 0.5f)
{
if (WeaponPack.ActiveItem != null)
{
var attribute = WeaponPack.ActiveItem.Attribute;
return Mathf.Lerp(Utils.GetConfigRangeStart(attribute.Bullet.DistanceRange), Utils.GetConfigRangeEnd(attribute.Bullet.DistanceRange), weight);
}
return 0;
}
/// <summary>
/// 返回目标点是否在视野范围内
/// </summary>
public virtual bool IsInViewRange(Vector2 target)
{
var isForward = IsPositionInForward(target);
if (isForward)
{
if (GlobalPosition.DistanceSquaredTo(target) <= ViewRange * ViewRange) //没有超出视野半径
{
return true;
}
}
return false;
}
/// <summary>
/// 返回目标点是否在跟随状态下的视野半径内
/// </summary>
public virtual bool IsInTailAfterViewRange(Vector2 target)
{
var isForward = IsPositionInForward(target);
if (isForward)
{
if (GlobalPosition.DistanceSquaredTo(target) <= TailAfterViewRange * TailAfterViewRange) //没有超出视野半径
{
return true;
}
}
return false;
}
/// <summary>
/// 调用视野检测, 如果被墙壁和其它物体遮挡, 则返回true
/// </summary>
public bool TestViewRayCast(Vector2 target)
{
ViewRay.Enabled = true;
ViewRay.TargetPosition = ViewRay.ToLocal(target);
ViewRay.ForceRaycastUpdate();
return ViewRay.IsColliding();
}
/// <summary>
/// 调用视野检测完毕后, 需要调用 TestViewRayCastOver() 来关闭视野检测射线
/// </summary>
public void TestViewRayCastOver()
{
ViewRay.Enabled = false;
}
/// <summary>
/// AI 拾起武器操作
/// </summary>
public void DoPickUpWeapon()
{
//这几个状态不需要主动拾起武器操作
var state = StateController.CurrState;
if (state == AIStateEnum.AiNormal || state == AIStateEnum.AiNotify || state == AIStateEnum.AiAstonished || state == AIStateEnum.AiAttack)
{
return;
}
//拾起地上的武器
if (InteractiveItem is Weapon weapon)
{
if (WeaponPack.ActiveItem == null) //手上没有武器, 无论如何也要拾起
{
TriggerInteractive();
return;
}
//没弹药了
if (weapon.IsTotalAmmoEmpty())
{
return;
}
var index = WeaponPack.FindIndex((we, i) => we.ActivityBase.Id == weapon.ActivityBase.Id);
if (index != -1) //与武器背包中武器类型相同, 补充子弹
{
if (!WeaponPack.GetItem(index).IsAmmoFull())
{
TriggerInteractive();
}
return;
}
// var index2 = Holster.FindWeapon((we, i) =>
// we.Attribute.WeightType == weapon.Attribute.WeightType && we.IsTotalAmmoEmpty());
var index2 = WeaponPack.FindIndex((we, i) => we.IsTotalAmmoEmpty());
if (index2 != -1) //扔掉没子弹的武器
{
ThrowWeapon(index2);
TriggerInteractive();
return;
}
// if (Holster.HasVacancy()) //有空位, 拾起武器
// {
// TriggerInteractive();
// return;
// }
}
}
/// <summary>
/// 获取锁定目标的剩余时间
/// </summary>
public float GetLockRemainderTime()
{
var weapon = WeaponPack.ActiveItem;
if (weapon == null)
{
return LockingTime - LockTargetTime;
}
return weapon.Attribute.AiAttackAttr.LockingTime - LockTargetTime;
}
public override void LookTargetPosition(Vector2 pos)
{
LookTarget = null;
base.LookTargetPosition(pos);
}
/// <summary>
/// 执行移动操作
/// </summary>
public void DoMove()
{
// //计算移动
// NavigationAgent2D.MaxSpeed = EnemyRoleState.MoveSpeed;
// var nextPos = NavigationAgent2D.GetNextPathPosition();
// NavigationAgent2D.Velocity = (nextPos - Position - NavigationPoint.Position).Normalized() * RoleState.MoveSpeed;
AnimatedSprite.Play(AnimatorNames.Run);
//计算移动
var nextPos = NavigationAgent2D.GetNextPathPosition();
BasisVelocity = (nextPos - Position - NavigationPoint.Position).Normalized() * RoleState.MoveSpeed;
}
/// <summary>
/// 执行站立操作
/// </summary>
public void DoIdle()
{
AnimatedSprite.Play(AnimatorNames.Idle);
BasisVelocity = Vector2.Zero;
}
/// <summary>
/// 更新房间中标记的目标位置
/// </summary>
public void UpdateMarkTargetPosition()
{
if (LookTarget != null)
{
AffiliationArea.RoomInfo.MarkTargetPosition[LookTarget.Id] = LookTarget.Position;
}
}
// private void OnVelocityComputed(Vector2 velocity)
// {
// if (Mathf.Abs(velocity.X) >= 0.01f && Mathf.Abs(velocity.Y) >= 0.01f)
// {
// AnimatedSprite.Play(AnimatorNames.Run);
// BasisVelocity = velocity;
// }
// }
}

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@ -1,11 +1,11 @@
using Godot;
namespace EnemyState;
namespace AiState;
/// <summary>
/// 发现目标时的惊讶状态
/// </summary>
public class AiAstonishedState : StateBase<Enemy, AIStateEnum>
public class AiAstonishedState : StateBase<AiRole, AIStateEnum>
{
/// <summary>
/// 下一个状态

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@ -1,12 +1,12 @@
using System;
using Godot;
namespace EnemyState;
namespace AiState;
/// <summary>
/// ai 攻击状态
/// </summary>
public class AiAttackState : StateBase<Enemy, AIStateEnum>
public class AiAttackState : StateBase<AiRole, AIStateEnum>
{
/// <summary>
/// 上一个状态
@ -209,7 +209,7 @@ public class AiAttackState : StateBase<Enemy, AIStateEnum>
if (AttackState == AiAttackEnum.AttackInterval) //触发攻击完成
{
Master.AttackTimer = weapon.Attribute.TriggerInterval + Master.EnemyRoleState.AttackInterval;
Master.AttackTimer = weapon.Attribute.TriggerInterval + Master.AttackInterval;
}
}
}

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@ -2,12 +2,12 @@
using System;
using Godot;
namespace EnemyState;
namespace AiState;
/// <summary>
/// Ai 寻找弹药, 进入该状态需要在参数中传入目标武器对象
/// </summary>
public class AiFindAmmoState : StateBase<Enemy, AIStateEnum>
public class AiFindAmmoState : StateBase<AiRole, AIStateEnum>
{
/// <summary>
/// 目标武器

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@ -2,12 +2,12 @@
using System;
using Godot;
namespace EnemyState;
namespace AiState;
/// <summary>
/// 目标在视野内, 跟进目标, 如果距离在子弹有效射程内, 则开火
/// </summary>
public class AiFollowUpState : StateBase<Enemy, AIStateEnum>
public class AiFollowUpState : StateBase<AiRole, AIStateEnum>
{
//导航目标点刷新计时器
private float _navigationUpdateTimer = 0;
@ -72,7 +72,7 @@ public class AiFollowUpState : StateBase<Enemy, AIStateEnum>
}
else
{
inAttackRange = distanceSquared <= Mathf.Pow(Master.EnemyRoleState.ViewRange * 0.7f, 2);
inAttackRange = distanceSquared <= Mathf.Pow(Master.ViewRange * 0.7f, 2);
}
if (!Master.NavigationAgent2D.IsNavigationFinished())
@ -121,7 +121,7 @@ public class AiFollowUpState : StateBase<Enemy, AIStateEnum>
else
{
//距离够近, 可以切换到环绕模式
if (distanceSquared <= Mathf.Pow(Master.EnemyRoleState.ViewRange * 0.7f, 2))
if (distanceSquared <= Mathf.Pow(Master.ViewRange * 0.7f, 2))
{
ChangeState(AIStateEnum.AiSurround);
}

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@ -2,12 +2,12 @@
using System;
using Godot;
namespace EnemyState;
namespace AiState;
/// <summary>
/// 收到其他敌人通知, 前往发现目标的位置
/// </summary>
public class AiLeaveForState : StateBase<Enemy, AIStateEnum>
public class AiLeaveForState : StateBase<AiRole, AIStateEnum>
{
//导航目标点刷新计时器
private float _navigationUpdateTimer = 0;

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@ -2,12 +2,12 @@
using System.Linq;
using Godot;
namespace EnemyState;
namespace AiState;
/// <summary>
/// AI 正常状态
/// </summary>
public class AiNormalState : StateBase<Enemy, AIStateEnum>
public class AiNormalState : StateBase<AiRole, AIStateEnum>
{
//下一个运动的坐标
private Vector2 _nextPos;

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@ -1,11 +1,11 @@
using System;
namespace EnemyState;
namespace AiState;
/// <summary>
/// 发现目标, 通知其它敌人
/// </summary>
public class AiNotifyState : StateBase<Enemy, AIStateEnum>
public class AiNotifyState : StateBase<AiRole, AIStateEnum>
{
private float _timer;

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@ -2,12 +2,12 @@
using System;
using Godot;
namespace EnemyState;
namespace AiState;
/// <summary>
/// 距离目标足够近, 在目标附近随机移动, 并开火
/// </summary>
public class AiSurroundState : StateBase<Enemy, AIStateEnum>
public class AiSurroundState : StateBase<AiRole, AIStateEnum>
{
//是否移动结束
private bool _isMoveOver;
@ -151,7 +151,7 @@ public class AiSurroundState : StateBase<Enemy, AIStateEnum>
}
else
{
if (masterPosition.DistanceSquaredTo(playerPos) > Mathf.Pow(Master.EnemyRoleState.ViewRange * 0.7f, 2)) //玩家离开正常射击范围
if (masterPosition.DistanceSquaredTo(playerPos) > Mathf.Pow(Master.ViewRange * 0.7f, 2)) //玩家离开正常射击范围
{
ChangeState(AIStateEnum.AiFollowUp);
}

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@ -2,12 +2,12 @@
using System;
using Godot;
namespace EnemyState;
namespace AiState;
/// <summary>
/// AI 发现玩家, 跟随玩家, 但是不在视野范围内
/// </summary>
public class AiTailAfterState : StateBase<Enemy, AIStateEnum>
public class AiTailAfterState : StateBase<AiRole, AIStateEnum>
{
/// <summary>
/// 目标是否在视野半径内

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@ -2,69 +2,15 @@
using System;
using System.Collections.Generic;
using Config;
using EnemyState;
using AiState;
using Godot;
/// <summary>
/// 高级敌人,可以携带武器
/// 敌人,可以携带武器
/// </summary>
[Tool]
public partial class Enemy : Role
public partial class Enemy : AiRole
{
/// <summary>
/// 目标是否在视野内
/// </summary>
public bool TargetInView { get; set; } = true;
/// <summary>
/// 敌人身上的状态机控制器
/// </summary>
public StateController<Enemy, AIStateEnum> StateController { get; private set; }
/// <summary>
/// 视野检测射线, 朝玩家打射线, 检测是否碰到墙
/// </summary>
[Export, ExportFillNode]
public RayCast2D ViewRay { get; set; }
/// <summary>
/// 导航代理
/// </summary>
[Export, ExportFillNode]
public NavigationAgent2D NavigationAgent2D { get; set; }
/// <summary>
/// 导航代理中点
/// </summary>
[Export, ExportFillNode]
public Marker2D NavigationPoint { get; set; }
/// <summary>
/// 不通过武发射子弹的开火点
/// </summary>
[Export, ExportFillNode]
public Marker2D FirePoint { get; set; }
/// <summary>
/// 当前敌人所看向的对象, 也就是枪口指向的对象
/// </summary>
public ActivityObject LookTarget { get; set; }
/// <summary>
/// 攻击锁定目标时间
/// </summary>
public float LockingTime { get; set; } = 1f;
/// <summary>
/// 锁定目标已经走过的时间
/// </summary>
public float LockTargetTime { get; set; } = 0;
/// <summary>
/// 敌人属性
/// </summary>
public EnemyRoleState EnemyRoleState { get; private set; }
/// <summary>
/// 敌人属性
/// </summary>
@ -117,10 +63,6 @@ public partial class Enemy : Role
public override void OnInit()
{
base.OnInit();
IsAi = true;
StateController = AddComponent<StateController<Enemy, AIStateEnum>>();
AttackLayer = PhysicsLayer.Obstacle | PhysicsLayer.Player;
EnemyLayer = PhysicsLayer.Player;
@ -130,28 +72,11 @@ public partial class Enemy : Role
MaxHp = 20;
Hp = 20;
//注册Ai状态机
StateController.Register(new AiNormalState());
StateController.Register(new AiTailAfterState());
StateController.Register(new AiFollowUpState());
StateController.Register(new AiLeaveForState());
StateController.Register(new AiSurroundState());
StateController.Register(new AiFindAmmoState());
StateController.Register(new AiAttackState());
StateController.Register(new AiAstonishedState());
StateController.Register(new AiNotifyState());
//默认状态
StateController.ChangeStateInstant(AIStateEnum.AiNormal);
//NavigationAgent2D.VelocityComputed += OnVelocityComputed;
}
protected override RoleState OnCreateRoleState()
{
var roleState = new EnemyRoleState();
EnemyRoleState = roleState;
var roleState = new RoleState();
var enemyBase = GetEnemyAttribute(ActivityBase.Id).Clone();
_enemyAttribute = enemyBase;
@ -161,10 +86,10 @@ public partial class Enemy : Role
roleState.MoveSpeed = enemyBase.MoveSpeed;
roleState.Acceleration = enemyBase.Acceleration;
roleState.Friction = enemyBase.Friction;
roleState.ViewRange = enemyBase.ViewRange;
roleState.TailAfterViewRange = enemyBase.TailAfterViewRange;
roleState.BackViewRange = enemyBase.BackViewRange;
roleState.AttackInterval = enemyBase.AttackInterval;
ViewRange = enemyBase.ViewRange;
TailAfterViewRange = enemyBase.TailAfterViewRange;
BackViewRange = enemyBase.BackViewRange;
AttackInterval = enemyBase.AttackInterval;
roleState.Gold = Mathf.Max(0, Utils.Random.RandomConfigRange(enemyBase.Gold));
return roleState;
@ -240,10 +165,10 @@ public partial class Enemy : Role
MountPoint.SetLookAt(pos);
}
if (EnemyRoleState.CanPickUpWeapon)
if (RoleState.CanPickUpWeapon)
{
//拾起武器操作
EnemyPickUpWeapon();
DoPickUpWeapon();
}
}
@ -311,276 +236,6 @@ public partial class Enemy : Role
}
}
/// <summary>
/// 返回地上的武器是否有可以拾取的, 也包含没有被其他敌人标记的武器
/// </summary>
public bool CheckUsableWeaponInUnclaimed()
{
foreach (var unclaimedWeapon in World.Weapon_UnclaimedWeapons)
{
//判断是否能拾起武器, 条件: 相同的房间
if (unclaimedWeapon.AffiliationArea == AffiliationArea)
{
if (!unclaimedWeapon.IsTotalAmmoEmpty())
{
if (!unclaimedWeapon.HasSign(SignNames.AiFindWeaponSign))
{
return true;
}
else
{
//判断是否可以移除该标记
var enemy = unclaimedWeapon.GetSign<Enemy>(SignNames.AiFindWeaponSign);
if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁
{
unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign);
return true;
}
else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了
{
unclaimedWeapon.RemoveSign(SignNames.AiFindWeaponSign);
return true;
}
}
}
}
}
return false;
}
/// <summary>
/// 寻找可用的武器
/// </summary>
public Weapon FindTargetWeapon()
{
Weapon target = null;
var position = Position;
foreach (var weapon in World.Weapon_UnclaimedWeapons)
{
//判断是否能拾起武器, 条件: 相同的房间, 或者当前房间目前没有战斗, 或者不在战斗房间
if (weapon.AffiliationArea == AffiliationArea)
{
//还有弹药
if (!weapon.IsTotalAmmoEmpty())
{
//查询是否有其他敌人标记要拾起该武器
if (weapon.HasSign(SignNames.AiFindWeaponSign))
{
var enemy = weapon.GetSign<Enemy>(SignNames.AiFindWeaponSign);
if (enemy == this) //就是自己标记的
{
}
else if (enemy == null || enemy.IsDestroyed) //标记当前武器的敌人已经被销毁
{
weapon.RemoveSign(SignNames.AiFindWeaponSign);
}
else if (!enemy.IsAllWeaponTotalAmmoEmpty()) //标记当前武器的敌人已经有新的武器了
{
weapon.RemoveSign(SignNames.AiFindWeaponSign);
}
else //放弃这把武器
{
continue;
}
}
if (target == null) //第一把武器
{
target = weapon;
}
else if (target.Position.DistanceSquaredTo(position) >
weapon.Position.DistanceSquaredTo(position)) //距离更近
{
target = weapon;
}
}
}
}
return target;
}
/// <summary>
/// 获取武器攻击范围 (最大距离值与最小距离的中间值)
/// </summary>
/// <param name="weight">从最小到最大距离的过渡量, 0 - 1, 默认 0.5</param>
public float GetWeaponRange(float weight = 0.5f)
{
if (WeaponPack.ActiveItem != null)
{
var attribute = WeaponPack.ActiveItem.Attribute;
return Mathf.Lerp(Utils.GetConfigRangeStart(attribute.Bullet.DistanceRange), Utils.GetConfigRangeEnd(attribute.Bullet.DistanceRange), weight);
}
return 0;
}
/// <summary>
/// 返回目标点是否在视野范围内
/// </summary>
public bool IsInViewRange(Vector2 target)
{
var isForward = IsPositionInForward(target);
if (isForward)
{
if (GlobalPosition.DistanceSquaredTo(target) <= EnemyRoleState.ViewRange * EnemyRoleState.ViewRange) //没有超出视野半径
{
return true;
}
}
return false;
}
/// <summary>
/// 返回目标点是否在跟随状态下的视野半径内
/// </summary>
public bool IsInTailAfterViewRange(Vector2 target)
{
var isForward = IsPositionInForward(target);
if (isForward)
{
if (GlobalPosition.DistanceSquaredTo(target) <= EnemyRoleState.TailAfterViewRange * EnemyRoleState.TailAfterViewRange) //没有超出视野半径
{
return true;
}
}
return false;
}
/// <summary>
/// 调用视野检测, 如果被墙壁和其它物体遮挡, 则返回true
/// </summary>
public bool TestViewRayCast(Vector2 target)
{
ViewRay.Enabled = true;
ViewRay.TargetPosition = ViewRay.ToLocal(target);
ViewRay.ForceRaycastUpdate();
return ViewRay.IsColliding();
}
/// <summary>
/// 调用视野检测完毕后, 需要调用 TestViewRayCastOver() 来关闭视野检测射线
/// </summary>
public void TestViewRayCastOver()
{
ViewRay.Enabled = false;
}
/// <summary>
/// AI 拾起武器操作
/// </summary>
private void EnemyPickUpWeapon()
{
//这几个状态不需要主动拾起武器操作
var state = StateController.CurrState;
if (state == AIStateEnum.AiNormal || state == AIStateEnum.AiNotify || state == AIStateEnum.AiAstonished || state == AIStateEnum.AiAttack)
{
return;
}
//拾起地上的武器
if (InteractiveItem is Weapon weapon)
{
if (WeaponPack.ActiveItem == null) //手上没有武器, 无论如何也要拾起
{
TriggerInteractive();
return;
}
//没弹药了
if (weapon.IsTotalAmmoEmpty())
{
return;
}
var index = WeaponPack.FindIndex((we, i) => we.ActivityBase.Id == weapon.ActivityBase.Id);
if (index != -1) //与武器背包中武器类型相同, 补充子弹
{
if (!WeaponPack.GetItem(index).IsAmmoFull())
{
TriggerInteractive();
}
return;
}
// var index2 = Holster.FindWeapon((we, i) =>
// we.Attribute.WeightType == weapon.Attribute.WeightType && we.IsTotalAmmoEmpty());
var index2 = WeaponPack.FindIndex((we, i) => we.IsTotalAmmoEmpty());
if (index2 != -1) //扔掉没子弹的武器
{
ThrowWeapon(index2);
TriggerInteractive();
return;
}
// if (Holster.HasVacancy()) //有空位, 拾起武器
// {
// TriggerInteractive();
// return;
// }
}
}
/// <summary>
/// 获取锁定目标的剩余时间
/// </summary>
public float GetLockRemainderTime()
{
var weapon = WeaponPack.ActiveItem;
if (weapon == null)
{
return LockingTime - LockTargetTime;
}
return weapon.Attribute.AiAttackAttr.LockingTime - LockTargetTime;
}
public override void LookTargetPosition(Vector2 pos)
{
LookTarget = null;
base.LookTargetPosition(pos);
}
/// <summary>
/// 执行移动操作
/// </summary>
public void DoMove()
{
// //计算移动
// NavigationAgent2D.MaxSpeed = EnemyRoleState.MoveSpeed;
// var nextPos = NavigationAgent2D.GetNextPathPosition();
// NavigationAgent2D.Velocity = (nextPos - Position - NavigationPoint.Position).Normalized() * RoleState.MoveSpeed;
AnimatedSprite.Play(AnimatorNames.Run);
//计算移动
var nextPos = NavigationAgent2D.GetNextPathPosition();
BasisVelocity = (nextPos - Position - NavigationPoint.Position).Normalized() * RoleState.MoveSpeed;
}
/// <summary>
/// 执行站立操作
/// </summary>
public void DoIdle()
{
AnimatedSprite.Play(AnimatorNames.Idle);
BasisVelocity = Vector2.Zero;
}
/// <summary>
/// 更新房间中标记的目标位置
/// </summary>
public void UpdateMarkTargetPosition()
{
if (LookTarget != null)
{
AffiliationArea.RoomInfo.MarkTargetPosition[LookTarget.Id] = LookTarget.Position;
}
}
/// <summary>
/// 从标记出生时调用, 预加载波不会调用
/// </summary>
@ -590,13 +245,4 @@ public partial class Enemy : Role
StateController.Enable = false;
this.CallDelay(0.7f, () => StateController.Enable = true);
}
// private void OnVelocityComputed(Vector2 velocity)
// {
// if (Mathf.Abs(velocity.X) >= 0.01f && Mathf.Abs(velocity.Y) >= 0.01f)
// {
// AnimatedSprite.Play(AnimatorNames.Run);
// BasisVelocity = velocity;
// }
// }
}

View File

@ -1,23 +0,0 @@
public class EnemyRoleState : RoleState
{
/// <summary>
/// 视野半径, 单位像素, 发现玩家后改视野范围可以穿墙
/// </summary>
public float ViewRange = 250;
/// <summary>
/// 发现玩家后跟随玩家的视野半径
/// </summary>
public float TailAfterViewRange = 400;
/// <summary>
/// 背后的视野半径, 单位像素
/// </summary>
public float BackViewRange = 50;
/// <summary>
/// 攻击间隔时间, 秒
/// </summary>
public float AttackInterval = 0;
}

View File

@ -82,7 +82,7 @@ public partial class NoWeaponEnemy : Enemy
{
if (name == AnimatorNames.Attack)
{
AttackTimer = EnemyRoleState.AttackInterval;
AttackTimer = AttackInterval;
}
}
}

View File

@ -5,7 +5,7 @@ using Godot;
/// 商店老板
/// </summary>
[Tool]
public partial class ShopBoss : Role
public partial class ShopBoss : AiRole
{
public override void OnCreateWithMark(RoomPreinstall roomPreinstall, ActivityMark activityMark)
{