CombatAIBasic.cs 5.7 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. private float _t;
  26. public void Init(CombatHeroEntity combatHeroEntity, NavMeshAgent navMeshAgent)
  27. {
  28. CombatEventManager.Instance.AddEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  29. _combatHeroEntity = combatHeroEntity;
  30. stateControl = new StateControl();
  31. NavMeshAgent = navMeshAgent;
  32. // WeChatWASM.File
  33. // NavMeshAgent.enabled = false;
  34. // NavMeshObstacle= navMeshAgent.gameObject.GetComponent<NavMeshObstacle>();
  35. // if (NavMeshObstacle == null)
  36. // {
  37. // NavMeshObstacle= navMeshAgent.gameObject.AddComponent<NavMeshObstacle>();
  38. // NavMeshObstacle.shape= NavMeshObstacleShape.Capsule;
  39. // NavMeshObstacle.radius = NavMeshAgent.radius-0.1f;
  40. // NavMeshObstacle.carving = true;
  41. // }
  42. ProInitState();
  43. ProInit();
  44. }
  45. public GameObject[] AreaList
  46. {
  47. get { return _areaList.ToArray(); }
  48. }
  49. protected virtual void ProInit()
  50. {
  51. }
  52. protected void AlertTrigger(IEventData iEventData)
  53. {
  54. AlertTriggerEventData alertTriggerEventData = iEventData as AlertTriggerEventData;
  55. if (alertTriggerEventData.combatHeroEntity == _combatHeroEntity)
  56. {
  57. if (alertTriggerEventData.isTrigger && !_areaList.Contains(alertTriggerEventData.triggerObject))
  58. {
  59. _areaList.Add(alertTriggerEventData.triggerObject);
  60. }
  61. else if (!alertTriggerEventData.isTrigger)
  62. {
  63. _areaList.Remove(alertTriggerEventData.triggerObject);
  64. }
  65. }
  66. }
  67. protected void ProInitState()
  68. {
  69. stateControl.AddState(CombatHeroStateType.idle, new CombatHeroIdleState(_combatHeroEntity));
  70. stateControl.AddState(CombatHeroStateType.move, new CombatHeroMoveState(_combatHeroEntity));
  71. stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
  72. stateControl.AddState(CombatHeroStateType.dile, new CombatHeroDieState(_combatHeroEntity));
  73. stateControl.AddState(CombatHeroStateType.rolling, new CombatHeroRollingState(_combatHeroEntity));
  74. stateControl.AddState(CombatHeroStateType.followMove, new CombatHeroFollowMoveState(_combatHeroEntity));
  75. stateControl.AddState(CombatHeroStateType.followIdle, new CombatHeroFollowIdleState(_combatHeroEntity));
  76. }
  77. public void ChangeState(string name)
  78. {
  79. stateControl.ChangeState(name);
  80. }
  81. public void Update(float t)
  82. {
  83. for (int i = 0; i < _areaList.Count; i++)
  84. {
  85. if (!_areaList[i].activeSelf)
  86. {
  87. _areaList.RemoveAt(i);
  88. i--;
  89. }
  90. }
  91. if (currFocusTarget == null || currFocusTarget.isDie||!_combatHeroEntity.IsAttDis(currFocusTarget.dotPos))
  92. {
  93. CombatHeroEntity[] allHero =
  94. CombatController.currActiveCombat.CombatHeroController.GetHero(!_combatHeroEntity.IsEnemy);
  95. FindMinDixtance(allHero, out currFocusTarget);
  96. }
  97. stateControl.Update(t);
  98. if (currFocusTarget != null&&!_combatHeroEntity.isDie)
  99. {
  100. if (!stateControl.CurrStateName.Equals(CombatHeroStateType.move) &&
  101. !stateControl.CurrStateName.Equals(CombatHeroStateType.followMove))
  102. {
  103. Vector3 nextPos = currFocusTarget.dotPos;
  104. Vector3 p = nextPos - _combatHeroEntity.dotPos;
  105. if (p.sqrMagnitude > 0.00001)
  106. {
  107. _combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  108. _combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  109. }
  110. }
  111. }
  112. ProUpdate();
  113. }
  114. protected virtual void ProUpdate()
  115. {
  116. }
  117. protected void FindMinDixtance(CombatHeroEntity[] allHero, out CombatHeroEntity minDistanceHero)
  118. {
  119. minDistanceHero = null;
  120. if (allHero == null)
  121. {
  122. return;
  123. }
  124. float minDistance = float.MaxValue;
  125. for (int i = 0; i < allHero.Length; i++)
  126. {
  127. CombatHeroEntity hero = allHero[i];
  128. float distance = Vector3.Distance(hero.combatHeroGameObject.position,
  129. _combatHeroEntity.combatHeroGameObject.position);
  130. if (distance < minDistance)
  131. {
  132. if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDis + 10)
  133. {
  134. minDistance = distance;
  135. minDistanceHero = hero;
  136. }
  137. }
  138. }
  139. }
  140. public void Dispose()
  141. {
  142. ProDispose();
  143. _combatHeroEntity = null;
  144. stateControl.Dispose();
  145. stateControl = null;
  146. }
  147. protected virtual void ProDispose()
  148. {
  149. CombatEventManager.Instance.RemoveEventListener(CombatEventType.AlertTrigger, AlertTrigger);
  150. }
  151. }