supervisor-simulator/scripts/CampusStudent.cs

246 lines
8.0 KiB
C#

using System.Collections.Generic;
using System.Diagnostics;
using Godot;
public partial class CampusStudent : CharacterBody2D
{
private Sprite2D _accessory;
private AnimationPlayer _animationPlayer;
private Sprite2D _body;
private Sprite2D _eye;
private Sprite2D _hairstyle;
private double _lastDelta;
private FacingDirection _lastFacing = FacingDirection.Down;
private Vector2 _lastPosition;
private NavigationAgent2D _navigationAgent;
private Sprite2D _outfit;
private bool _patrolConfigured;
private int _patrolIndex;
private List<Vector2> _patrolPoints = new();
private Sprite2D _smartphone;
private float _stuckTimer;
[Export] public float MoveSpeed { get; set; } = 60.0f;
[Export] public float TargetReachDistance { get; set; } = 6.0f;
[Export] public bool Use16X16Sprites { get; set; } = true;
[Export] public bool EnableAvoidance { get; set; } = true;
[Export] public float StuckRepathSeconds { get; set; } = 0.6f;
[Export] public float StuckDistanceEpsilon { get; set; } = 2.0f;
public override void _Ready()
{
_navigationAgent = GetNodeOrNull<NavigationAgent2D>("NavigationAgent2D");
_animationPlayer = GetNodeOrNull<AnimationPlayer>("AnimationPlayer");
CacheSprites();
if (_navigationAgent != null)
{
// 让寻路点更“贴近目标”,避免走到边缘时抖动
_navigationAgent.PathDesiredDistance = TargetReachDistance;
_navigationAgent.TargetDesiredDistance = TargetReachDistance;
_navigationAgent.AvoidanceEnabled = EnableAvoidance;
if (EnableAvoidance)
// 开启避让时使用安全速度回调进行移动
_navigationAgent.VelocityComputed += OnVelocityComputed;
if (_patrolConfigured) AdvanceTarget();
}
PlayIdleAnimation();
_lastPosition = GlobalPosition;
}
public override void _PhysicsProcess(double delta)
{
_lastDelta = delta;
if (_navigationAgent == null || _patrolPoints.Count == 0)
{
PlayIdleAnimation();
return;
}
// 到达目标点或无路可走时,切换到下一个巡游点
if (_navigationAgent.IsNavigationFinished() || _navigationAgent.DistanceToTarget() <= TargetReachDistance)
AdvanceTarget();
var nextPosition = _navigationAgent.GetNextPathPosition();
var toNext = nextPosition - GlobalPosition;
if (toNext.LengthSquared() < 0.01f)
{
if (!EnableAvoidance)
{
Velocity = Vector2.Zero;
MoveAndSlide();
}
PlayIdleAnimation();
UpdateStuckTimer(delta);
return;
}
var direction = toNext.Normalized();
var desiredVelocity = direction * MoveSpeed;
if (EnableAvoidance)
{
// 交给导航系统做群体避让
_navigationAgent.Velocity = desiredVelocity;
}
else
{
// 未启用避让时直接移动
Velocity = desiredVelocity;
MoveAndSlide();
UpdateFacingAnimation(Velocity);
UpdateStuckTimer(delta);
}
}
public void ConfigurePatrol(List<Vector2> points, int startIndex)
{
_patrolPoints = points ?? new List<Vector2>();
if (_patrolPoints.Count == 0) return;
_patrolIndex = (startIndex % _patrolPoints.Count + _patrolPoints.Count) % _patrolPoints.Count;
_patrolConfigured = true;
ApplyRandomTheme();
if (_navigationAgent != null) AdvanceTarget();
}
public void ApplyRandomTheme()
{
// 随机替换身体与配件贴图,形成不同主题外观
if (_body == null) CacheSprites();
Debug.Assert(_body != null, nameof(_body) + " != null");
_body.Texture = ResourceLoader.Load<Texture2D>(Res.GetRandom(Res.Type.Body, Use16X16Sprites));
_hairstyle.Texture = ResourceLoader.Load<Texture2D>(Res.GetRandom(Res.Type.Hair, Use16X16Sprites));
_outfit.Texture = ResourceLoader.Load<Texture2D>(Res.GetRandom(Res.Type.Outfit, Use16X16Sprites));
_eye.Texture = ResourceLoader.Load<Texture2D>(Res.GetRandom(Res.Type.Eye, Use16X16Sprites));
_accessory.Texture = ResourceLoader.Load<Texture2D>(Res.GetRandom(Res.Type.Accessory, Use16X16Sprites));
_smartphone.Texture = ResourceLoader.Load<Texture2D>(Res.GetRandom(Res.Type.Phone, Use16X16Sprites));
}
private void CacheSprites()
{
// 缓存子节点引用,避免每帧查找
_body = GetNode<Sprite2D>("parts/body");
_hairstyle = GetNode<Sprite2D>("parts/hairstyle");
_outfit = GetNode<Sprite2D>("parts/outfit");
_eye = GetNode<Sprite2D>("parts/eye");
_accessory = GetNode<Sprite2D>("parts/accessory");
_smartphone = GetNode<Sprite2D>("parts/smartphone");
}
private void AdvanceTarget()
{
if (_patrolPoints.Count == 0 || _navigationAgent == null) return;
// 避免当前点过近导致原地抖动,最多尝试一轮
for (var i = 0; i < _patrolPoints.Count; i++)
{
var target = _patrolPoints[_patrolIndex];
_patrolIndex = (_patrolIndex + 1) % _patrolPoints.Count;
if (GlobalPosition.DistanceTo(target) > TargetReachDistance * 1.5f)
{
_navigationAgent.TargetPosition = target;
return;
}
}
_navigationAgent.TargetPosition = _patrolPoints[_patrolIndex];
}
private void OnVelocityComputed(Vector2 safeVelocity)
{
// 使用安全速度移动,避免与其它角色硬碰硬卡住
Velocity = safeVelocity;
MoveAndSlide();
UpdateFacingAnimation(Velocity);
UpdateStuckTimer(_lastDelta);
}
private void UpdateStuckTimer(double delta)
{
// 若短时间内几乎没有位移,则换一个目标点脱困
if (GlobalPosition.DistanceTo(_lastPosition) <= StuckDistanceEpsilon)
_stuckTimer += (float)delta;
else
_stuckTimer = 0.0f;
_lastPosition = GlobalPosition;
if (_stuckTimer >= StuckRepathSeconds)
{
_stuckTimer = 0.0f;
AdvanceTarget();
}
}
private void UpdateFacingAnimation(Vector2 velocity)
{
if (velocity.LengthSquared() < 0.01f)
{
PlayIdleAnimation();
return;
}
if (Mathf.Abs(velocity.X) >= Mathf.Abs(velocity.Y))
_lastFacing = velocity.X >= 0 ? FacingDirection.Right : FacingDirection.Left;
else
_lastFacing = velocity.Y >= 0 ? FacingDirection.Down : FacingDirection.Up;
switch (_lastFacing)
{
case FacingDirection.Left:
PlayAnimation("walk_left");
break;
case FacingDirection.Right:
PlayAnimation("walk_right");
break;
case FacingDirection.Up:
PlayAnimation("walk_up");
break;
case FacingDirection.Down:
PlayAnimation("walk_down");
break;
}
}
private void PlayIdleAnimation()
{
switch (_lastFacing)
{
case FacingDirection.Left:
PlayAnimation("idle_left");
break;
case FacingDirection.Right:
PlayAnimation("idle_right");
break;
case FacingDirection.Up:
PlayAnimation("idle_back");
break;
case FacingDirection.Down:
PlayAnimation("idle_front");
break;
}
}
private void PlayAnimation(string animationName)
{
if (_animationPlayer == null) return;
if (_animationPlayer.CurrentAnimation != animationName) _animationPlayer.Play(animationName);
}
private enum FacingDirection
{
Up,
Down,
Left,
Right
}
}