少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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using UnityEngine;
 
public class AI_Npc_200 : SampleAI
{
    public AI_Npc_200(GA_NpcClientFightNorm owner, Vector3 bornPosition) : base(owner, bornPosition)
    {
        m_SleepTime = .5f;
    }
 
    public override void Update()
    {
        if (m_Owner.isTalking || m_Owner.isStopAI)
        {
            return;
        }
 
        // ai休眠时间
        if (Time.realtimeSinceStartup - m_LastThinkTime > m_SleepTime)
        {
            _Thinking();
        }
 
        // 是否正在释放技能
        if (m_Owner.SkillMgr.CurCastSkill != null)
        {
            if (m_Owner.SkillMgr.CurCastSkill.SkillCompelete == false)
            {
                if (m_Owner.IsIdle())
                {
                    m_Owner.SkillMgr.CurCastSkill.SkillCompelete = true;
                }
                return;
            }
 
            if (m_Owner.SkillMgr.CurCastSkill.SkillPreparing)
            {
                return;
            }
 
            if (m_Owner.NextAction == GAStaticDefine.Act_Warn)
            {
                return;
            }
        }
 
        switch (m_AIStatus)
        {
            case E_AIStatus.Patrol:
                _Patrol();
                break;
            case E_AIStatus.Attack:
                _Attack();
                break;
            case E_AIStatus.MoveToBornPos:
                MoveToBornPos();
                break;
        }
    }
 
    private void MoveToBornPos()
    {
        var _dis = MathUtility.DistanceSqrtXZ(m_Owner.Pos, BornPos);
        if (_dis > 0.1f)
        {
            m_Owner.MoveToPosition(BornPos);
        }
        else
        {
            m_AIStatus = E_AIStatus.Patrol;
        }
    }
 
    private byte atkStep;
    private Vector3 atkPos;
 
    private void _Attack()
    {
        if (m_AIStatus == E_AIStatus.MoveToBornPos)
        {
            return;
        }
 
        GA_Hero _hero = PlayerDatas.Instance.hero;
 
        float _dis;
 
        switch (atkStep)
        {
            case 0:
                var _skill = m_Owner.SkillMgr.Get(m_BaseAtkSkillID);
                _dis = _skill.skillInfo.config.AtkDist * .5f;
                var _compareDis = MathUtility.DistanceSqrtXZ(_hero.Pos, m_Owner.Pos);
                if (_compareDis < _dis * _dis)
                {
                    atkStep = 1;
                    m_Owner.StopPathFind();
                    m_Owner.Forward = MathUtility.ForwardXZ(_hero.Pos, m_Owner.Pos);
                }
                else
                {
                    if (m_Owner.posIndex != -1)
                    {
                        HeroRoundGird.Instance.Release(m_Owner.posIndex);
                        m_Owner.posIndex = -1;
                    }
                    var _node = HeroRoundGird.Instance.Request(m_Owner.ServerInstID, m_Owner.Pos, _dis);
                    if (_node != null)
                    {
                        atkPos = HeroRoundGird.Instance.GetRealPos(_node);
                        m_Owner.posIndex = _node.index;
                    }
                    _dis = MathUtility.DistanceSqrtXZ(atkPos, m_Owner.Pos);
                    if (_dis < 0.2f)
                    {
                        atkStep = 1;
                        m_Owner.StopPathFind();
                        m_Owner.Forward = MathUtility.ForwardXZ(_hero.Pos, m_Owner.Pos);
                    }
                    else
                    {
                        atkStep = 2;
                    }
                }
 
                break;
            case 2:
                _dis = MathUtility.DistanceSqrtXZ(atkPos, m_Owner.Pos);
                if (_dis < 0.2f)
                {
                    atkStep = 0;
                }
                else
                {
                    m_Owner.MoveToPosition(atkPos);
                }
                break;
            case 1:
                if (Time.realtimeSinceStartup - m_LastAttackTime < m_Owner.NpcConfig.AtkInterval * Constants.F_GAMMA)
                {
                    return;
                }
 
                m_Owner.CastSkill(m_BaseAtkSkillID);
                atkStep = 0;
 
                m_LastAttackTime = Time.realtimeSinceStartup;
 
                break;
        }
    }
 
    private byte patrolStep;
    private float patrolWaitTime;
    private float patrolWaitRandomTime;
    private Vector3 randomPos;
    private void _Patrol()
    {
        if (m_AIStatus == E_AIStatus.MoveToBornPos)
        {
            return;
        }
 
        switch (patrolStep)
        {
            case 0:
                patrolWaitRandomTime = Random.Range(2f, 4f);
                patrolWaitTime = Time.realtimeSinceStartup;
                patrolStep = 1;
                break;
            case 1:
                if (Time.realtimeSinceStartup - patrolWaitTime > patrolWaitRandomTime)
                {
                    patrolStep = 2;
                    patrolWaitTime = Time.realtimeSinceStartup;
                    randomPos = BornPos + new Vector3(Random.Range(-2f, 2f), 0, Random.Range(-2f, 2f));
                    GActor.TryGetValidPos(randomPos, ref randomPos);
                    m_Owner.MoveToPosition(randomPos);
                }
                break;
            case 2:
                if (Time.realtimeSinceStartup - patrolWaitTime > 2)
                {
                    patrolStep = 1;
                }
                break;
        }
    }
 
    private void _Thinking()
    {
        if (m_AIStatus == E_AIStatus.MoveToBornPos)
        {
            return;
        }
 
        float _compareDis;
        // 思考
        var _hero = PlayerDatas.Instance.hero;
        if (_hero == null || _hero.ActorInfo.serverDie)
        {
            // 主角不存在或者死亡了
            // 在出生点附近
            _compareDis = MathUtility.DistanceSqrtXZ(BornPos, m_Owner.Pos);
            if (_compareDis < 4)
            {
                m_AIStatus = E_AIStatus.Patrol;
            }
            // 巡逻
            // 不在出生点附近
            else
            {
                // 回到出生点
                m_AIStatus = E_AIStatus.MoveToBornPos;
            }
        }
        else
        {
            _compareDis = MathUtility.DistanceSqrtXZ(m_Owner.Pos, BornPos);
 
            if (_compareDis > m_KeepBornDistSqrt)
            {
                m_AIStatus = E_AIStatus.MoveToBornPos;
            }
            else
            {
                // 玩家在可见范围内
                _compareDis = MathUtility.DistanceSqrtXZ(m_Owner.Pos, _hero.Pos);
                if (_compareDis < m_KeepBornDistSqrt)
                {
                    // 标识是否执行攻击逻辑
                    bool _doAttack = false;
                    // 自己是主动怪
                    if (m_Owner.NpcConfig.AtkType == 0)
                    {
                        _doAttack = true;
                    }
                    else
                    {
                        if (m_Owner.heroAttacked)
                        {
                            _doAttack = true;
                        }
                    }
 
                    if (_doAttack)
                    {
                        m_AIStatus = E_AIStatus.Attack;
                    }
                    else
                    {
                        // 主角不存在或者死亡了
                        // 在出生点附近
                        _compareDis = MathUtility.DistanceSqrtXZ(BornPos, m_Owner.Pos);
                        if (_compareDis < 4)
                        {
                            m_AIStatus = E_AIStatus.Patrol;
                        }
                        // 巡逻
                        // 不在出生点附近
                        else
                        {
                            // 回到出生点
                            m_AIStatus = E_AIStatus.MoveToBornPos;
                            atkStep = 0;
                        }
                    }
                }
                else
                {
                    m_AIStatus = E_AIStatus.Patrol;
                }
            }
        }
    }
}