private AiData_Npc_BossDevilWarrior GetAiData(NpcInfo npc) { AiData_Npc_BossDevilWarrior data = npc.GetAiStateInfo().AiDatas.GetData <AiData_Npc_BossDevilWarrior>(); if (null == data) { data = new AiData_Npc_BossDevilWarrior(); npc.GetAiStateInfo().AiDatas.AddData(data); } return(data); }
private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime) { if (npc.IsDead() || npc.GetSkillStateInfo().IsSkillActivated()) { npc.GetMovementStateInfo().IsMoving = false; NotifyNpcMove(npc); return; } NpcAiStateInfo info = npc.GetAiStateInfo(); AiData_Npc_BossDevilWarrior data = GetAiData(npc); if (null != data) { CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target); if (null != target) { if (npc.IsUnderControl()) { data.ControlTime += deltaTime; if (data.ControlTime >= m_MaxControlTime && npc.CanDisControl() && AiLogicUtility.CanCastSkill(npc, data.DecontrolSkill, target)) { NotifyNpcAddImpact(npc, m_DisControlImpact); data.ControlTime = 0; TryCastSkill(npc, data.DecontrolSkill, target, false); data.CurSkillCombo = data.DecontrolCombo; data.CurSkillComboIndex = 0; } return; } float dist = (float)npc.GetActualProperty().AttackRange; float distGoHome = (float)npc.GohomeRange; Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D(); Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); float powDist = Geometry.DistanceSquare(srcPos, targetPos); float powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos); // 遇敌是播放特效, 逗留两秒。 if (data.WaitTime <= m_ResponseTime) { if (!data.HasMeetEnemy) { NotifyNpcMeetEnemy(npc, Animation_Type.AT_Attack); data.HasMeetEnemy = true; } TrySeeTarget(npc, target); data.WaitTime += deltaTime; return; } if (null != data.CurSkillCombo) { if (data.CurSkillCombo.Length > data.CurSkillComboIndex) { TryCastSkill(npc, data.CurSkillCombo[data.CurSkillComboIndex], target); data.CurSkillComboIndex = data.CurSkillComboIndex + 1; } else { data.CurSkillCombo = null; data.CurSkillComboIndex = 0; } } // 大于攻击距离 跑向目标 if (powDist > m_AttackRange * m_AttackRange) { if ((int)GfxCharacterState_Type.HitFly == target.GfxStateFlag) { if (TryCastSkill(npc, data.FlyRangeSkill, target)) { return; } } else { if (TryCastSkill(npc, data.RangeSkill, target)) { return; } } info.Time += deltaTime; if (info.Time > m_IntervalTime) { NotifyNpcRun(npc); info.Time = 0; AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this); } } else { if ((int)GfxCharacterState_Type.HitFly == target.GfxStateFlag) { if (TryCastSkill(npc, data.FlyMeeleSkill, target)) { return; } } else { if (TryCastSkill(npc, data.MeeleSkill, target)) { return; } } } } else { NotifyNpcTargetChange(npc); npc.GetMovementStateInfo().IsMoving = false; NotifyNpcMove(npc); info.Time = 0; ChangeToState(npc, (int)AiStateId.Idle); } } }