private AiData_Npc_CommonBoss GetAiData(NpcInfo npc) { AiData_Npc_CommonBoss data = npc.GetAiStateInfo().AiDatas.GetData <AiData_Npc_CommonBoss>(); if (null == data) { data = new AiData_Npc_CommonBoss(); npc.GetAiStateInfo().AiDatas.AddData(data); } return(data); }
private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime) { if (npc.IsDead()) { npc.GetMovementStateInfo().IsMoving = false; NotifyNpcMove(npc); return; } NpcAiStateInfo info = npc.GetAiStateInfo(); AiData_Npc_CommonBoss data = GetAiData(npc); if (null != data) { CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target); if (null != target) { if (npc.GetSkillStateInfo().IsSkillActivated()) { npc.GetMovementStateInfo().IsMoving = false; NotifyNpcMove(npc); data.LastUseSkillTime = TimeUtility.GetServerMilliseconds(); return; } if (npc.IsUnderControl()) { data.ControlTime += deltaTime; if (data.ControlTime >= m_MaxControlTime && npc.CanDisControl() && AiLogicUtility.CanCastSkill(npc, m_DisControlSkillId, target)) { NotifyNpcAddImpact(npc, m_DisControlImpactId); data.ControlTime = 0; TryCastSkill(npc, m_DisControlSkillId, target, false); } 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; } int skillId = GetCanCastSkillId(npc, (float)Math.Sqrt(powDist)); long curTime = TimeUtility.GetServerMilliseconds(); if (-1 != skillId && curTime - data.LastUseSkillTime > m_SkillInterval && AiLogicUtility.CanCastSkill(npc, skillId, target)) { if (TryCastSkill(npc, skillId, target, true)) { NotifyNpcAddImpact(npc, m_SuperArmorImpactId); } } else { info.Time += deltaTime; if (info.Time > m_IntervalTime) { info.Time = 0; AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this); } } } else { NotifyNpcTargetChange(npc); npc.GetMovementStateInfo().IsMoving = false; NotifyNpcMove(npc); info.Time = 0; ChangeToState(npc, (int)AiStateId.Idle); } } }