CombatAIBasic.cs 5.4 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Common.Utility.CombatEvent;
  5. using Core.State;
  6. using Fort23.Core;
  7. using GameLogic.Combat.CombatTool;
  8. using GameLogic.Combat.Hero;
  9. using GameLogic.Combat.Hero.State;
  10. using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
  11. using UnityEngine;
  12. using UnityEngine.AI;
  13. public class CombatAIBasic : IDisposable
  14. {
  15. public StateControl stateControl;
  16. public NavMeshAgent NavMeshAgent;
  17. public NavMeshObstacle NavMeshObstacle;
  18. protected CombatHeroEntity _combatHeroEntity;
  19. protected float _r = 5;
  20. /// <summary>
  21. /// 当前聚焦的目标
  22. /// </summary>
  23. public CombatHeroEntity currFocusTarget;
  24. private BetterList<GameObject> _areaList = new BetterList<GameObject>();
  25. public void Init(CombatHeroEntity combatHeroEntity, NavMeshAgent navMeshAgent)
  26. {
  27. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  28. _combatHeroEntity = combatHeroEntity;
  29. stateControl = new StateControl();
  30. NavMeshAgent = navMeshAgent;
  31. // NavMeshAgent.enabled = false;
  32. // NavMeshObstacle= navMeshAgent.gameObject.GetComponent<NavMeshObstacle>();
  33. // if (NavMeshObstacle == null)
  34. // {
  35. // NavMeshObstacle= navMeshAgent.gameObject.AddComponent<NavMeshObstacle>();
  36. // NavMeshObstacle.shape= NavMeshObstacleShape.Capsule;
  37. // NavMeshObstacle.radius = NavMeshAgent.radius-0.1f;
  38. // NavMeshObstacle.carving = true;
  39. // }
  40. ProInitState();
  41. ProInit();
  42. }
  43. public GameObject[] AreaList
  44. {
  45. get { return _areaList.ToArray(); }
  46. }
  47. protected virtual void ProInit()
  48. {
  49. }
  50. protected void AlertTrigger(IEventData iEventData)
  51. {
  52. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  53. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  54. {
  55. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  56. {
  57. _areaList.Add(alertTriggerEventData.triggerObject);
  58. }
  59. else if (!alertTriggerEventData.isTrigger)
  60. {
  61. _areaList.Remove(alertTriggerEventData.triggerObject);
  62. }
  63. }
  64. }
  65. protected void ProInitState()
  66. {
  67. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  68. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  69. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  70. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  71. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  72. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  73. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  74. }
  75. public void ChangeState(string name)
  76. {
  77. stateControl.ChangeState(name);
  78. }
  79. public void Update(float t)
  80. {
  81. for (int i = 0; i < _areaList.Count; i++)
  82. {
  83. if (!_areaList[i].activeSelf)
  84. {
  85. _areaList.RemoveAt(i);
  86. i--;
  87. }
  88. }
  89. CombatHeroEntity[] allHero =
  90. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  91. FindMinDixtance(allHero, out currFocusTarget);
  92. stateControl.Update(t);
  93. if (currFocusTarget != null)
  94. {
  95. if (!stateControl.CurrStateName.Equals(CombatHeroStateType.move)&&!stateControl.CurrStateName.Equals(CombatHeroStateType.followMove))
  96. {
  97. Vector3 nextPos = currFocusTarget.dotPos;
  98. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  99. if (p.sqrMagnitude > 0.00001)
  100. {
  101. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  102. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  103. }
  104. }
  105. }
  106. ProUpdate();
  107. }
  108. protected virtual void ProUpdate()
  109. {
  110. }
  111. protected void FindMinDixtance(CombatHeroEntity[] allHero, out CombatHeroEntity minDistanceHero)
  112. {
  113. minDistanceHero = null;
  114. if (allHero == null)
  115. {
  116. return;
  117. }
  118. float minDistance = float.MaxValue;
  119. for (int i = 0; i < allHero.Length; i++)
  120. {
  121. CombatHeroEntity hero = allHero[i];
  122. float distance = Vector3.Distance(hero.combatHeroGameObject.position,
  123. _combatHeroEntity.combatHeroGameObject.position);
  124. if (distance < minDistance)
  125. {
  126. if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDis + 3)
  127. {
  128. minDistance = distance;
  129. minDistanceHero = hero;
  130. }
  131. }
  132. }
  133. }
  134. public void Dispose()
  135. {
  136. ProDispose();
  137. _combatHeroEntity = null;
  138. stateControl.Dispose();
  139. stateControl = null;
  140. }
  141. protected virtual void ProDispose()
  142. {
  143. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  144. }
  145. }