AIHumanoidShotTarget.cs 5.9 KB

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  1. using ShotSimulator.Tool;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.AI;
  6. namespace ShotSimulator.Target
  7. {
  8. public enum AIBehaviorState
  9. {
  10. None,
  11. Stand,
  12. Crouch
  13. }
  14. public class AIHumanoidShotTarget : HumanoidShotTarget
  15. {
  16. private AIBehaviorState current_BehaviorState;
  17. [SerializeField]
  18. private NavMeshAgent m_NavMeshAgent;
  19. [SerializeField]
  20. private Vector3 current_TargetPos;
  21. private bool toBoundary;
  22. private List<Vector3> m_HidePositions;
  23. private float m_HideProbability;
  24. private Vector3 maxBoundaryPos;
  25. private Vector3 minBoundaryPos;
  26. private TimeTask m_AIBehaviorStateChangeTimer;
  27. private float m_CrouchTimeProportion;
  28. public Animator m_Animator;
  29. public GameObject brokenFragment;
  30. public Animator m_ShieldAnimator;
  31. public GameObject m_ShieldObj;
  32. private void Start()
  33. {
  34. IsRunning = true;
  35. StartAIBehaviorState();
  36. SetCurrentTargetPos();
  37. }
  38. public void InitHide(List<Vector3> hidePositions, float hideProbability)
  39. {
  40. m_HidePositions = hidePositions;
  41. m_HideProbability = hideProbability;
  42. }
  43. public void InitBoundaryPosition(Vector3 min, Vector3 max)
  44. {
  45. minBoundaryPos = min;
  46. maxBoundaryPos = max;
  47. }
  48. public void SetCrouchTimeProportion(float crouchTimeProportion)
  49. {
  50. m_CrouchTimeProportion = crouchTimeProportion;
  51. }
  52. public void SetSpeed(float speed)
  53. {
  54. m_NavMeshAgent.speed = speed;
  55. }
  56. private new void Update()
  57. {
  58. if (!IsRunning) return;
  59. base.Update();
  60. if(Vector2.Distance(new Vector2(transform.position.x,transform.position.z), new Vector2(current_TargetPos.x, current_TargetPos.z)) <= 0.5f)
  61. {
  62. SetCurrentTargetPos();
  63. }
  64. }
  65. private void SetCurrentTargetPos()
  66. {
  67. if (!m_NavMeshAgent.enabled)
  68. {
  69. m_NavMeshAgent.enabled = true;
  70. }
  71. if (!toBoundary)
  72. {
  73. toBoundary = ExtraTool.IsProbabolityInclusive(m_HideProbability) ? false : true;
  74. }
  75. if (toBoundary)
  76. {
  77. float x = Random.Range(minBoundaryPos.x, maxBoundaryPos.x);
  78. float z = Random.Range(minBoundaryPos.z, maxBoundaryPos.z);
  79. current_TargetPos = new Vector3(x, -2f, z);
  80. }
  81. else
  82. {
  83. current_TargetPos = m_HidePositions[Random.Range(0, m_HidePositions.Count)];
  84. }
  85. m_NavMeshAgent.SetDestination(current_TargetPos);
  86. }
  87. private void StartAIBehaviorState()
  88. {
  89. AIBehaviorState nextState = ExtraTool.IsProbabolityInclusive(m_CrouchTimeProportion) ? AIBehaviorState.Crouch : AIBehaviorState.Stand;
  90. if (current_BehaviorState != nextState)
  91. {
  92. current_BehaviorState = nextState;
  93. SwitchAIBehaviorState(current_BehaviorState);
  94. }
  95. m_AIBehaviorStateChangeTimer = TimerSystem.GetInstance().AddTimeTask(StartAIBehaviorState, 5f);
  96. }
  97. private void SwitchAIBehaviorState(AIBehaviorState state)
  98. {
  99. switch (state)
  100. {
  101. case AIBehaviorState.Stand:
  102. m_Animator.SetTrigger("idle");
  103. break;
  104. case AIBehaviorState.Crouch:
  105. m_Animator.SetTrigger("squat");
  106. break;
  107. }
  108. }
  109. public override void CauseHumanoidPartReduceHP(HumanoidPartShotTarget part)
  110. {
  111. base.CauseHumanoidPartReduceHP(part);
  112. if ((m_MaxHealth - Health) == 1)
  113. {
  114. m_ShieldAnimator.gameObject.SetActive(true);
  115. m_ShieldObj.SetActive(false);
  116. }
  117. }
  118. private void OnDestroy()
  119. {
  120. TimerSystem.GetInstance().RemoveTimeTask(m_AIBehaviorStateChangeTimer);
  121. if (Health <= 0)
  122. {
  123. GameObject effectObj = Instantiate(Resources.Load<GameObject>("Prefabs/BrokenEffect"), transform.position + new Vector3(0, 0.5f, 0), Quaternion.identity);
  124. effectObj.transform.localScale = Vector3.one * 2;
  125. SpawnDebris();
  126. }
  127. }
  128. private void SpawnDebris()
  129. {
  130. brokenFragment.transform.SetParent(null);
  131. brokenFragment.SetActive(true);
  132. foreach (Transform child in brokenFragment.transform)
  133. {
  134. // 随机选择碎片预制体
  135. GameObject selectedDebris = child.gameObject;
  136. // 生成参数设置
  137. Vector3 spawnPos = transform.position + Random.insideUnitSphere * 0.5f;
  138. Quaternion spawnRot = Random.rotation;
  139. selectedDebris.transform.position = spawnPos;
  140. selectedDebris.transform.rotation = spawnRot;
  141. // 添加物理组件
  142. Rigidbody rb = selectedDebris.GetComponent<Rigidbody>();
  143. if (rb == null) rb = selectedDebris.AddComponent<Rigidbody>();
  144. // 施加随机方向力
  145. Vector3 randomDir = new Vector3(Random.Range(-1f, 1f), Random.Range(0.5f, 1f), Random.Range(-1f, 1f)).normalized;
  146. float force = Random.Range(5f, 15f);
  147. rb.AddForce(randomDir * force, ForceMode.Impulse);
  148. // 添加随机旋转
  149. rb.AddTorque(Random.insideUnitSphere * 50f, ForceMode.Impulse);
  150. }
  151. Destroy(brokenFragment, 0.5f);
  152. }
  153. public void SetPause(bool pause)
  154. {
  155. IsRunning = !pause;
  156. m_AIBehaviorStateChangeTimer.pause = pause;
  157. m_NavMeshAgent.isStopped = pause;
  158. }
  159. }
  160. }