using System; using System.Collections; using System.Collections.Generic; using Unity.VisualScripting; using UnityEngine; using UnityEngine.UIElements; public class RedGhost : MonoBehaviour { // ========== 状态枚举 ========== public enum GhostState { Idle, //开局的待机 Start, //离开重生点出发 Chase, // 追击模式 Frightened, // 恐惧模式,逃跑 Die // 死亡重生 } public GhostState curstate;//当前枚举 [Header("基础配置")] public Rigidbody2D rb; public Animator anim; public GameObject pacMan;//吃豆人主角 public LayerMask obstadeLayer;//墙的层级 [Header("追击逃跑逻辑相关")] private Vector2 currentDirection; //当前方向 // 新增射线参数 [Header("射线设置")] public float castDistance = 1f; // 射线检测长度 public float boxWidth = 0.3f; // 射线宽度 public Color validColor = Color.green; // 有效射线颜色 public Color blockedColor = Color.red; // 受阻射线颜色 public float speed;//基础速度 public float frightenedSpeed;//逃跑速度 private void Awake() { rb = GetComponent(); // anim = GetComponent(); pacMan = GameObject.Find("PacManPlayer");//找到主角 } private void Update() { switch (curstate) { case GhostState.Idle: Idle(); break; case GhostState.Start: GhostStart(); break; case GhostState.Chase: Chase(); break; case GhostState.Frightened: Frightened(); break; case GhostState.Die: Die(); break; } } private void Idle() { curstate = GhostState.Chase; } private void GhostStart() { throw new NotImplementedException(); } private void Chase() { UpdateMovement(pacMan.transform.position, true); } private void Frightened() { throw new NotImplementedException(); } private void Die() { throw new NotImplementedException(); } // 核心移动逻辑(追击/逃跑共用) private void UpdateMovement(Vector2 targetPos, bool isChasing) { Vector2[] directions = { Vector2.up, Vector2.down, Vector2.left, Vector2.right }; Vector2 bestDir = Vector2.zero; float bestValue = isChasing ? Mathf.Infinity : -Mathf.Infinity;//正无穷大,负无穷大 foreach (Vector2 dir in directions) { if (dir == -currentDirection) continue; // 循环到的方向等于当前的负方向,继续执行,禁止直接回头 // 使用BoxCast进行区域检测 bool isBlocked = Physics2D.BoxCast(transform.position,GetBoxSize(dir),0f,dir,castDistance,obstadeLayer); if (isBlocked) continue; // 计算方向价值 float distance = Vector2.Distance(rb.position + dir, targetPos);//当前坐标加方向向量和目标主角坐标的差值 float currentValue = isChasing ? distance : -distance;//是追击还是逃跑 if ((isChasing && currentValue < bestValue) || (!isChasing && currentValue > bestValue)) { bestValue = currentValue; bestDir = dir; } } if (bestDir != Vector2.zero) { currentDirection = bestDir; rb.velocity = currentDirection.normalized * (curstate == GhostState.Frightened ? frightenedSpeed : speed) * Time.deltaTime; } } // 根据方向获取不同的射线盒子尺寸 private Vector2 GetBoxSize(Vector2 direction) { return new Vector2( direction.x = boxWidth, direction.y = boxWidth ); } // 可视化射线 private void OnDrawGizmos() { if (!Application.isPlaying) return; foreach (Vector2 dir in new[] { Vector2.up, Vector2.down, Vector2.left, Vector2.right }) { Gizmos.color = Physics2D.BoxCast(transform.position, GetBoxSize(dir), 0f, dir, castDistance, obstadeLayer) ? blockedColor : validColor; DrawBoxCastGizmo( transform.position, dir, GetBoxSize(dir), castDistance ); } } // 绘制盒子投射区域 private void DrawBoxCastGizmo(Vector2 origin, Vector2 direction, Vector2 size, float distance) { Vector2 endPos = origin + direction * distance; // 绘制起点和终点的盒子 Gizmos.DrawWireCube(origin, size); Gizmos.DrawWireCube(endPos, size); // 绘制连接线 Vector2 perpendicular = new Vector2(-direction.y, direction.x) * size.x / 2; Vector2 edge1 = origin + perpendicular; Vector2 edge2 = origin - perpendicular; Gizmos.DrawLine(edge1, edge1 + direction * distance); Gizmos.DrawLine(edge2, edge2 + direction * distance); } }