124 lines
3.3 KiB
C#
124 lines
3.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RedGhost : MonoBehaviour
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{
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// ========== 状态枚举 ==========
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public enum GhostState
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{
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Idle, //开局的待机
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Start, //离开重生点出发
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Chase, // 追击模式
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Frightened, // 恐惧模式,逃跑
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Die // 死亡重生
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}
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public GhostState curstate;//当前枚举
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[Header("基础配置")]
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public Rigidbody2D rb;
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public Animator anim;
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public GameObject pacMan;//吃豆人主角
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public LayerMask obstadeLayer;//墙的层级
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[Header("追击逃跑逻辑相关")]
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private Vector2 currentDirection;
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public float speed;//基础速度
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public float frightenedSpeed;//逃跑速度
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private void Awake()
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{
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rb = GetComponent<Rigidbody2D>();
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// anim = GetComponent<Animator>();
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pacMan = GameObject.Find("PacManPlayer");//找到主角
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}
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private void Update()
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{
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switch (curstate)
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{
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case GhostState.Idle:
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Idle();
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break;
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case GhostState.Start:
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GhostStart();
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break;
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case GhostState.Chase:
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Chase();
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break;
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case GhostState.Frightened:
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Frightened();
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break;
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case GhostState.Die:
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Die();
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break;
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}
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}
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private void Idle()
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{
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curstate = GhostState.Chase;
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}
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private void GhostStart()
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{
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throw new NotImplementedException();
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}
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private void Chase()
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{
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UpdateMovement(pacMan.transform.position, true);
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//anim.SetBool("Frightened", false);
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}
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private void Frightened()
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{
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throw new NotImplementedException();
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}
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private void Die()
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{
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throw new NotImplementedException();
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}
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// 核心移动逻辑(追击/逃跑共用)
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private void UpdateMovement(Vector2 targetPos, bool isChasing)
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{
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Vector2[] directions = { Vector2.up, Vector2.down, Vector2.left, Vector2.right };
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Vector2 bestDir = Vector2.zero;
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float bestValue = isChasing ? Mathf.Infinity : -Mathf.Infinity;//正无穷大,负无穷大
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foreach (Vector2 dir in directions)
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{
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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
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RaycastHit2D hit = Physics2D.Raycast(transform.position, dir, 1f, obstadeLayer);//起始点,方向,长度,过滤器
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if (hit.collider != null) continue;
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// 计算方向价值
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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
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float currentValue = isChasing ? distance : -distance;//是追击还是逃跑
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if ((isChasing && currentValue < bestValue) || (!isChasing && currentValue > bestValue))
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{
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bestValue = currentValue;
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bestDir = dir;
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}
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}
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if (bestDir != Vector2.zero)
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{
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currentDirection = bestDir;
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rb.velocity = currentDirection * (curstate == GhostState.Frightened ? frightenedSpeed : speed);
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//anim.SetFloat("DirX", currentDirection.x);
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//anim.SetFloat("DirY", currentDirection.y);
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}
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}
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}
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