This commit is contained in:
MuHua-123
2025-03-07 23:08:34 +08:00
parent 5ea6b0e219
commit d3a550c8f6
18 changed files with 313 additions and 12 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class AnimalChasingState<T> : MachineState where T : Component {
public T target;
public string ToDefault = "Eating";
public readonly AnimalMachine animal;
public AnimalChasingState(Machine machine) : base(machine) => animal = machine as AnimalMachine;
public override void Enter() {
bool valid = animal.Find(out target);
if (!valid) { animal.ChangeState("Idle"); }
}
public override void Exit() {
animal.movement.StopMoving();
animal.animator.SetFloat("MoveSpeed", 0);
}
public override void Trigger() {
}
public override void Update() {
if (target == null) { animal.ChangeState(ToDefault); return; }
bool complete = animal.movement.UpdateMove(target.transform.position);
animal.animator.SetFloat("MoveSpeed", animal.movement.currentSpeed);
if (complete) { animal.ChangeState(ToDefault); }
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class AnimalEatingState : MachineState {
public string ToDefault = "Idle";
private AnimalFood target;
public AnimalMachine animal;
public AnimalEatingState(Machine machine) : base(machine) => animal = machine as AnimalMachine;
public override void Enter() {
if (!animal.Find(out target)) { Exit(); return; }
// 判断target距离是否小于0.3f
float distance = Vector3.Distance(animal.transform.position, target.transform.position);
if (distance >= 0.1f) { Exit(); return; }
animal.animator.SetBool("Eating", true);
}
public override void Exit() {
animal.animator.SetBool("Eating", false);
}
public override void Trigger() {
animal.hunger += target.nutritionValue;
animal.hunger = Mathf.Clamp(animal.hunger, 0, animal.maxHunger);
GameObject.Destroy(target.gameObject);
animal.ChangeState(ToDefault);
}
public override void Update() {
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimalFood : MonoBehaviour
{
public float nutritionValue = 20.0f; // 饱食度增加值
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class AnimalIdleState : MachineState {
public string ToDefault = "Roaming";
private float idleTime;
public AnimalMachine animal;
public AnimalIdleState(Machine machine) : base(machine) => animal = machine as AnimalMachine;
public override void Enter() {
idleTime = Random.Range(3.0f, 5.0f);
}
public override void Exit() {
}
public override void Trigger() {
}
public override void Update() {
idleTime -= Time.deltaTime;
if (idleTime <= 0) { animal.ChangeState(ToDefault); }
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class AnimalMachine : Machine {
[Header("饥饿度参数")]
public float hunger = 100.0f; // 饥饿度,从0到100
public float maxHunger = 100.0f; // 最大饥饿度
public float searchRadius = 10.0f; // 搜索食物的半径
[Header("控制组件")]
public Movement movement; // 运动控制器
public Animator animator; // 动画控制器
private float hungerTimer = 0.0f; // 计时器
private float chasingCooldownTimer = 0.0f; // 追逐状态冷却计时器
private const float chasingCooldown = 5.0f; // 追逐状态冷却时间
protected override void InitializeStates() {
RegisterState("Idle", new AnimalIdleState(this));
RegisterState("Roaming", new AnimalRoamingState(this));
RegisterState("Chasing", new AnimalChasingState<AnimalFood>(this));
RegisterState("Eating", new AnimalEatingState(this));
ChangeState("Idle");
}
protected override void Update() {
base.Update();
// 更新计时器
hungerTimer += Time.deltaTime;
chasingCooldownTimer += Time.deltaTime;
if (hungerTimer >= 1.0f) { ConsumeHunger(); }
}
public virtual void ConsumeHunger() {
// 重置计时器
hungerTimer = 0.0f;
// 每次消耗1点饥饿度
hunger -= 1.0f;
if (hunger < 0.0f) { hunger = 0.0f; }
// 如果饥饿度低于最大饥饿度的70%,有50%的概率触发Chasing状态
// 如果饥饿度低于最大饥饿度的30%,有90%的概率触发Chasing状态
float foraging = hunger < maxHunger * 0.3f ? 0.9f : 0.5f;
bool valid = hunger < maxHunger * 0.7f && Random.value < foraging;
// 如果触发Chasing状态,且冷却时间已过,切换到Chasing状态
if (valid && chasingCooldownTimer >= chasingCooldown) {
ChangeState("Chasing");
chasingCooldownTimer = 0.0f; // 重置冷却计时器
}
}
// 从指定范围内查找指定类型的组件
public virtual bool Find<T>(out T value) where T : Component {
Collider[] colliders = Physics.OverlapSphere(transform.position, searchRadius);
foreach (Collider collider in colliders) {
T component = collider.GetComponent<T>();
if (component != null) {
value = component;
return true;
}
}
value = null;
return false;
}
public override bool UpdateMove(Vector3 position) {
return movement.UpdateMove(position);
}
public override void AnimationTrigger(string value) {
throw new System.NotImplementedException();
}
public override void AnimationEnd() {
throw new System.NotImplementedException();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class AnimalRoamingState : MachineState {
public Vector3 targetPosition;
public string ToDefault = "Idle";
public readonly AnimalMachine animal;
public AnimalRoamingState(Machine machine) : base(machine) => animal = machine as AnimalMachine;
public override void Enter() {
targetPosition = animal.movement.RandomTargetPosition();
}
public override void Exit() {
animal.movement.StopMoving();
animal.animator.SetFloat("MoveSpeed", 0);
}
public override void Trigger() {
}
public override void Update() {
bool complete = animal.movement.UpdateMove(targetPosition);
animal.animator.SetFloat("MoveSpeed", animal.movement.currentSpeed);
if (complete) { animal.ChangeState(ToDefault); }
}
}
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