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61 lines
1.7 KiB
GDScript

extends Node3D
class_name AI
@onready var character: Character = (get_owner() as Character)
@onready var status: Status = (%Status as Status)
@onready var btPlayer: BTPlayer = (%BTPlayer as BTPlayer)
var is_init: bool = false
func _process(delta) -> void:
if not is_init:
init()
else:
process(delta)
func init() -> void:
if not status.cfg:
return
is_init = true
var behavior_tree_res: BehaviorTree = status.cfg.get_ai()
if not behavior_tree_res:
print("未配置AI", character.cfg().get_res_name())
Global.character_mgr.destroy_character(character.id())
return
btPlayer.behavior_tree = behavior_tree_res
on_init()
func process(delta) -> void:
if not status.ai_is_alert:
if status.cfg.ai:
var player: Character = Global.character_mgr.get_player()
var dir: Vector2 = player.pos2D() - character.pos2D()
var dist: float = dir.length()
var can_see: bool = character.get_face_dir().angle_to(dir) < PI / 2
var alert_range: float = status.cfg.ai.alert_range if can_see else status.cfg.ai.alert_range_back
var alert_speed: float = status.cfg.ai.alert_speed if can_see else status.cfg.ai.alert_speed_back
if dist < alert_range:
status.ai_alert += alert_speed * delta
status.emit_status("ai_alert")
if status.ai_alert >= status.ai_alert_max:
status.ai_is_alert = true
status.ai_alert = 0
status.emit_status("ai_is_alert")
status.emit_status("ai_alert")
else:
status.ai_alert -= status.cfg.ai.alert_recover * delta
if status.ai_alert < 0:
status.ai_alert = 0
status.emit_status("ai_alert")
else:
status.ai_is_alert = true
status.emit_status("ai_is_alert")
on_process(delta)
btPlayer.update(delta)
func on_init() -> void: pass
func on_process(_delta) -> void: pass