mirror of
http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite.git
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110 lines
4.8 KiB
C#
110 lines
4.8 KiB
C#
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using Data;
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using Managers;
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using UnityEngine;
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namespace AI
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{
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public class JobNode_MoveToAttackRange : LeafNodeBase
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{
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private Entity.Entity _targetHostileEntity; // 目标敌对实体
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private Vector3 _targetMovePosition; // 目标移动位置
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private bool _isPathSet; // 指示当前是否已设置路径
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private Vector3 _lastKnownSelfPosition; // 上次已知自身位置
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private int _stuckFrameCount; // 卡住帧计数
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// 卡住检测的常量
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private const int MAX_STUCK_FRAMES = 10; // 实体在多少帧内没有显著移动,则认为卡住
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private const float STUCK_POSITION_THRESHOLD_SQ = 0.001f; // 位置变化的平方距离阈值
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// 便利属性,获取实体的攻击范围
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private float AttackRange => SelfEntity.AttributesNow.attackRange;
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/// <summary>
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/// 执行移动到攻击范围的逻辑。
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/// </summary>
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/// <returns>行为树节点状态。</returns>
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protected override Status ExecuteLeafLogic()
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{
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// 如果路径尚未设置,或目标实体无效(null或死亡),则需要重新寻找目标并设置路径
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if (!_isPathSet || !_targetHostileEntity || _targetHostileEntity.IsDead)
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{
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// 1. 寻找最近的敌对实体
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var hostileEntityRecord = EntityManager.Instance.FindNearestEntityByRelation(
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SelfEntity.currentDimensionId,
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SelfEntity.entityPrefab,
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Relation.Hostile);
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// 如果没有找到敌对目标,任务失败
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if (!hostileEntityRecord || !hostileEntityRecord.entity)
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{
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return Status.Failure;
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}
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_targetHostileEntity = hostileEntityRecord.entity;
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// 2. 计算目标移动点(在敌对目标的攻击距离边缘)
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// 目标点是:从敌对实体指向 SelfEntity 的向量方向上,距离敌对实体 AttackRange 远的点。
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// 这样做是为了让 SelfEntity 停在敌对实体攻击范围内,而不是直接重叠。
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Vector3 directionToSelf = (SelfEntity.Position - _targetHostileEntity.Position).normalized;
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_targetMovePosition = _targetHostileEntity.Position + directionToSelf * AttackRange;
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// 3. 通知 SelfEntity 设置路径目标
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SelfEntity.SetTarget(_targetMovePosition);
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_isPathSet = true;
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_lastKnownSelfPosition = SelfEntity.Position; // 初始化上次已知位置,用于卡住检测
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_stuckFrameCount = 0; // 重置卡住计数器
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return Status.Running; // 路径已设置,开始移动
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}
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// 路径已设置,继续管理移动和卡住检测
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// 4. 检查是否已到达目标点
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if (SelfEntity.OnTargetPoint)
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{
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return Status.Success; // 成功移动到攻击范围
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}
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// 5. 卡住检测
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// 计算当前位置与上次已知位置的平方距离,避免开方运算,提高性能
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float currentPositionChangeSq = (SelfEntity.Position - _lastKnownSelfPosition).sqrMagnitude;
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if (currentPositionChangeSq < STUCK_POSITION_THRESHOLD_SQ)
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{
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_stuckFrameCount++;
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if (_stuckFrameCount >= MAX_STUCK_FRAMES)
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{
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// 实体长时间未移动,被判定为卡住,需要重新规划路径
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Debug.LogWarning(
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$"[{SelfEntity.entityDef.defName}] 行为节点<移动到攻击范围>: 实体卡住了! 重新计算到目标 [{_targetHostileEntity.entityDef.defName}] 的路径。");
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_isPathSet = false; // 重置此标志,在下一帧会触发重新寻找目标和设置路径
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return Status.Running; // 尽管卡住,但节点仍然在尝试完成任务
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}
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}
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else
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{
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// 实体有移动,重置卡住计数器
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_stuckFrameCount = 0;
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}
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// 更新上次已知位置
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_lastKnownSelfPosition = SelfEntity.Position;
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// 6. 持续移动
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SelfEntity.TryMove();
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return Status.Running; // 正在向目标移动
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}
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/// <summary>
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/// 重置此移动节点的所有内部状态。
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/// </summary>
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public override void Reset()
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{
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base.Reset(); // 调用基类的 Reset,重置 CurrentStatus 和 _elapsedFrames
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_targetHostileEntity = null;
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_targetMovePosition = Vector3.zero;
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_isPathSet = false;
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_lastKnownSelfPosition = Vector3.zero;
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_stuckFrameCount = 0;
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}
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}
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}
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