supervisor-simulator/scripts/CampusStudent.cs

488 lines
15 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;
private Rid _navigationMap;
private Vector2 _currentTarget = Vector2.Zero;
private bool _hasTarget;
private bool _behaviorControlEnabled;
private Vector2 _behaviorTarget = Vector2.Zero;
private bool _behaviorHasTarget;
private bool _phoneIdleActive;
private bool _phoneExitLocked;
private bool _usePhysicsMovement = true;
[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; }
[Export] public float StuckRepathSeconds { get; set; } = 0.6f;
[Export] public float StuckDistanceEpsilon { get; set; } = 2.0f;
[Export] public float NavMeshClampDistance { get; set; } = 6.0f;
[Export] public uint EnvironmentCollisionMask { get; set; } = 1u;
[Export] public uint StudentCollisionLayer { get; set; } = 1u << 1;
public override void _Ready()
{
_navigationAgent = GetNodeOrNull<NavigationAgent2D>("NavigationAgent2D");
_animationPlayer = GetNodeOrNull<AnimationPlayer>("AnimationPlayer");
CacheSprites();
ConfigureCollision();
if (_animationPlayer != null)
{
_animationPlayer.AnimationFinished += OnAnimationFinished;
}
if (_navigationAgent != null)
{
// 强制关闭避让,学生之间直接穿过
EnableAvoidance = false;
// 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 (_phoneExitLocked)
{
Velocity = Vector2.Zero;
if (!EnableAvoidance && _usePhysicsMovement)
{
MoveAndSlide();
}
return;
}
if (_navigationAgent == null || (!_behaviorControlEnabled && _patrolPoints.Count == 0) || (_behaviorControlEnabled && !_behaviorHasTarget))
{
if (!_phoneIdleActive && !_phoneExitLocked)
{
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())
{
if (_behaviorControlEnabled)
{
Velocity = Vector2.Zero;
if (!EnableAvoidance && _usePhysicsMovement)
{
MoveAndSlide();
}
if (!_phoneIdleActive && !_phoneExitLocked)
{
PlayIdleAnimation();
}
UpdateStuckTimer(delta);
return;
}
AdvanceTarget();
}
var nextPosition = _navigationAgent.GetNextPathPosition();
var toNext = nextPosition - GlobalPosition;
if (toNext.LengthSquared() < 0.01f)
{
if (!EnableAvoidance && _usePhysicsMovement)
{
Velocity = Vector2.Zero;
MoveAndSlide();
}
if (!_phoneIdleActive && !_phoneExitLocked)
{
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 = ClampVelocityToNavMesh(desiredVelocity);
ApplyMovement(delta);
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 EnableBehaviorControl()
{
_behaviorControlEnabled = true;
_behaviorHasTarget = false;
_patrolConfigured = false;
_patrolPoints.Clear();
}
public void SetBehaviorTarget(Vector2 target)
{
_behaviorControlEnabled = true;
_behaviorTarget = target;
_behaviorHasTarget = true;
_currentTarget = target;
_hasTarget = true;
_stuckTimer = 0.0f;
if (_navigationAgent != null)
{
_navigationAgent.TargetPosition = target;
}
}
public void ClearBehaviorTarget()
{
_behaviorHasTarget = false;
_hasTarget = false;
_currentTarget = Vector2.Zero;
_stuckTimer = 0.0f;
}
public bool HasReachedBehaviorTarget()
{
if (!_behaviorHasTarget || _navigationAgent == null) return true;
return _navigationAgent.IsNavigationFinished();
}
public void StartPhoneIdle()
{
if (_animationPlayer == null || !_animationPlayer.HasAnimation("phone_up")) return;
if (_phoneIdleActive) return;
_phoneExitLocked = false;
_phoneIdleActive = true;
_animationPlayer.Play("phone_up");
}
public void StopPhoneIdle(bool lockMovement = false)
{
if (_animationPlayer == null)
{
_phoneIdleActive = false;
_phoneExitLocked = false;
return;
}
if (_phoneExitLocked && !lockMovement)
{
return;
}
if (!_phoneIdleActive && !_phoneExitLocked)
{
return;
}
_phoneIdleActive = false;
if (_animationPlayer.HasAnimation("phone_down"))
{
_phoneExitLocked = lockMovement;
_animationPlayer.Play("phone_down");
}
else
{
_phoneExitLocked = false;
PlayIdleAnimation();
}
}
public void SetNavigationMap(Rid map)
{
// 由校园控制器传入导航地图,供本地边界夹紧使用
_navigationMap = map;
}
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 ConfigureCollision()
{
// 学生只与环境碰撞,不与其它学生碰撞
CollisionLayer = StudentCollisionLayer;
CollisionMask = EnvironmentCollisionMask;
_usePhysicsMovement = true;
}
private void AdvanceTarget()
{
if (_patrolPoints.Count == 0 || _navigationAgent == null) return;
if (_behaviorControlEnabled) 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)
{
_currentTarget = target;
_hasTarget = true;
_navigationAgent.TargetPosition = target;
_stuckTimer = 0.0f;
return;
}
}
_currentTarget = _patrolPoints[_patrolIndex];
_hasTarget = true;
_navigationAgent.TargetPosition = _currentTarget;
_stuckTimer = 0.0f;
}
private void OnVelocityComputed(Vector2 safeVelocity)
{
if (_phoneExitLocked)
{
Velocity = Vector2.Zero;
if (_usePhysicsMovement)
{
MoveAndSlide();
}
return;
}
// 使用安全速度移动,避免与其它角色硬碰硬卡住
Velocity = ClampVelocityToNavMesh(safeVelocity);
ApplyMovement(_lastDelta);
UpdateFacingAnimation(Velocity);
UpdateStuckTimer(_lastDelta);
}
private void UpdateStuckTimer(double delta)
{
if (StuckRepathSeconds <= 0.0f || !_hasTarget)
{
_lastPosition = GlobalPosition;
return;
}
// 若短时间内几乎没有位移,则重新请求路径来脱困
if (GlobalPosition.DistanceTo(_lastPosition) <= StuckDistanceEpsilon)
_stuckTimer += (float)delta;
else
_stuckTimer = 0.0f;
_lastPosition = GlobalPosition;
if (_stuckTimer >= StuckRepathSeconds)
{
_stuckTimer = 0.0f;
RepathToCurrentTarget();
}
}
private void RepathToCurrentTarget()
{
if (_navigationAgent == null || !_hasTarget) return;
// 重新请求到同一目标点的路径,避免“固定时间换目的地”
_navigationAgent.TargetPosition = _currentTarget;
}
private Vector2 ClampVelocityToNavMesh(Vector2 velocity)
{
if (!_navigationMap.IsValid) return velocity;
if (NavigationServer2D.MapGetIterationId(_navigationMap) == 0) return velocity;
if (_lastDelta <= 0.0) return velocity;
// 预测下一帧位置,若偏离导航网格过远则夹回网格内
var candidate = GlobalPosition + velocity * (float)_lastDelta;
var closest = NavigationServer2D.MapGetClosestPoint(_navigationMap, candidate);
if (closest.DistanceTo(candidate) > NavMeshClampDistance)
{
var corrected = closest - GlobalPosition;
if (corrected.LengthSquared() < 0.01f)
{
return Vector2.Zero;
}
return corrected / (float)_lastDelta;
}
return velocity;
}
private void ApplyMovement(double delta)
{
if (_usePhysicsMovement)
{
MoveAndSlide();
return;
}
// 关闭碰撞时直接平移,避免 CharacterBody2D 在无碰撞层时不移动
GlobalPosition += Velocity * (float)delta;
}
private void UpdateFacingAnimation(Vector2 velocity)
{
if (_phoneIdleActive || _phoneExitLocked)
{
return;
}
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()
{
if (_phoneIdleActive || _phoneExitLocked)
{
return;
}
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 void OnAnimationFinished(StringName animationName)
{
if (_animationPlayer == null) return;
if (animationName == "phone_up" && _phoneIdleActive)
{
if (_animationPlayer.HasAnimation("phone_loop"))
{
_animationPlayer.Play("phone_loop");
}
return;
}
if (animationName == "phone_down" && !_phoneIdleActive)
{
_phoneExitLocked = false;
PlayIdleAnimation();
}
}
private enum FacingDirection
{
Up,
Down,
Left,
Right
}
}