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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using Common.Utility.CombatEvent;
- using Core.State;
- using Fort23.Core;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- using GameLogic.Combat.Hero.State;
- using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
- using UnityEngine;
- using UnityEngine.AI;
- public class CombatAIBasic : IDisposable
- {
- public StateControl stateControl;
- public NavMeshAgent NavMeshAgent;
- public NavMeshObstacle NavMeshObstacle;
- protected CombatHeroEntity _combatHeroEntity;
- protected float _r = 5;
- /// <summary>
- /// 当前聚焦的目标
- /// </summary>
- public CombatHeroEntity currFocusTarget;
- private BetterList<GameObject> _areaList = new BetterList<GameObject>();
- public void Init(CombatHeroEntity combatHeroEntity, NavMeshAgent navMeshAgent)
- {
- CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
- _combatHeroEntity = combatHeroEntity;
- stateControl = new StateControl();
- NavMeshAgent = navMeshAgent;
- // NavMeshAgent.enabled = false;
- // NavMeshObstacle= navMeshAgent.gameObject.GetComponent<NavMeshObstacle>();
- // if (NavMeshObstacle == null)
- // {
- // NavMeshObstacle= navMeshAgent.gameObject.AddComponent<NavMeshObstacle>();
- // NavMeshObstacle.shape= NavMeshObstacleShape.Capsule;
- // NavMeshObstacle.radius = NavMeshAgent.radius-0.1f;
- // NavMeshObstacle.carving = true;
- // }
- ProInitState();
- ProInit();
- }
- public GameObject[] AreaList
- {
- get { return _areaList.ToArray(); }
- }
- protected virtual void ProInit()
- {
- }
- protected void AlertTrigger(IEventData iEventData)
- {
- AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
- if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
- {
- if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
- {
- _areaList.Add(alertTriggerEventData.triggerObject);
- }
- else if (!alertTriggerEventData.isTrigger)
- {
- _areaList.Remove(alertTriggerEventData.triggerObject);
- }
- }
- }
- protected void ProInitState()
- {
- stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
- stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
- stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
- stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
- stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
- stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
- stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
- }
- public void ChangeState(string name)
- {
- stateControl.ChangeState(name);
- }
- public void Update(float t)
- {
- for (int i = 0; i < _areaList.Count; i++)
- {
- if (!_areaList[i].activeSelf)
- {
- _areaList.RemoveAt(i);
- i--;
- }
- }
- CombatHeroEntity[] allHero =
- CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
- FindMinDixtance(allHero, out currFocusTarget);
- stateControl.Update(t);
- if (currFocusTarget != null)
- {
- if (!stateControl.CurrStateName.Equals(CombatHeroStateType.move)&&!stateControl.CurrStateName.Equals(CombatHeroStateType.followMove))
- {
- Vector3 nextPos = currFocusTarget.dotPos;
- Vector3 p = nextPos - _combatHeroEntity.dotPos;
- if (p.sqrMagnitude > 0.00001)
- {
- _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
- _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
- }
- }
- }
- ProUpdate();
- }
- protected virtual void ProUpdate()
- {
- }
- protected void FindMinDixtance(CombatHeroEntity[] allHero, out CombatHeroEntity minDistanceHero)
- {
- minDistanceHero = null;
- if (allHero == null)
- {
- return;
- }
- float minDistance = float.MaxValue;
- for (int i = 0; i < allHero.Length; i++)
- {
- CombatHeroEntity hero = allHero[i];
- float distance = Vector3.Distance(hero.combatHeroGameObject.position,
- _combatHeroEntity.combatHeroGameObject.position);
- if (distance < minDistance)
- {
- if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDis + 3)
- {
- minDistance = distance;
- minDistanceHero = hero;
- }
- }
- }
- }
- public void Dispose()
- {
- ProDispose();
- _combatHeroEntity = null;
- stateControl.Dispose();
- stateControl = null;
- }
- protected virtual void ProDispose()
- {
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
- }
- }
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