mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
167 lines
4.4 KiB
C#
167 lines
4.4 KiB
C#
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using Fie.Object;
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using Spine;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fie.Ponies.Applejack
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{
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public class FieStateMachineApplejackRopeActionAir : FieStateMachineGameCharacterBase
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{
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private enum FireState
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{
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ROPE_ACTION_START,
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ROPE_ACTION_FLYING,
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ROPE_ACTION_END
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}
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private const float ROPE_ACTION_FLYING_VELOCITY = 40f;
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private const float ROPE_ACTION_END_DISTANCE = 1f;
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private const float ROPE_ACTION_FINISH_FLYING_FORCE = 5f;
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private Type _nextState = typeof(FieStateMachineCommonIdle);
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private FireState _fireState;
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private bool _isEnd;
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private float _endTime = 3.40282347E+38f;
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private float _timeCount;
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private bool _isFinished;
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public override void updateState<T>(ref T gameCharacter)
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{
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if (gameCharacter is FieApplejack)
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{
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_timeCount += Time.deltaTime;
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FieApplejack fieApplejack = gameCharacter as FieApplejack;
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switch (_fireState)
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{
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case FireState.ROPE_ACTION_START:
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fieApplejack.isEnableGravity = false;
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fieApplejack.animationManager.SetAnimation(33, isLoop: false, isForceSet: true);
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gameCharacter.isEnableAutoFlip = false;
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fieApplejack.isEnableCollider = false;
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_fireState = FireState.ROPE_ACTION_FLYING;
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break;
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case FireState.ROPE_ACTION_FLYING:
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if (targetGameCharacterList.Count > 0)
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{
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if (targetGameCharacterList[0] == null)
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{
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_isEnd = true;
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}
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else
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{
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Transform transform = targetGameCharacterList[0].transform;
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if (transform != null)
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{
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Vector3 a = transform.position - fieApplejack.transform.position;
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float num = Vector3.Distance(transform.position, fieApplejack.transform.position);
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a.Normalize();
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fieApplejack.setFlipByVector(transform.position - fieApplejack.transform.position);
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fieApplejack.addMoveForce(a * 40f, 0f, useRound: false);
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fieApplejack.currentMovingVec += a * 40f;
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if (num < 1f)
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{
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TrackEntry trackEntry = fieApplejack.animationManager.SetAnimation(34, isLoop: false, isForceSet: true);
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if (trackEntry != null)
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{
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trackEntry.Complete += delegate
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{
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_nextState = typeof(FieStateMachinePoniesJump);
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_isEnd = true;
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};
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}
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fieApplejack.isEnableGravity = true;
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Vector3 up = Vector3.up;
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up += fieApplejack.flipDirectionVector * -0.1f;
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up.Normalize();
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up *= 5f;
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fieApplejack.setGravityRate(1f);
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fieApplejack.resetMoveForce();
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fieApplejack.setMoveForce(up, 0f);
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fieApplejack.currentMovingVec += up * 40f;
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fieApplejack.isEnableCollider = true;
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_isFinished = true;
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_fireState = FireState.ROPE_ACTION_END;
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}
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}
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else
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{
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_isEnd = true;
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_fireState = FireState.ROPE_ACTION_END;
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}
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}
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}
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else
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{
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_isEnd = true;
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_fireState = FireState.ROPE_ACTION_END;
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}
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break;
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}
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if (_timeCount > _endTime)
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{
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_isEnd = true;
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}
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}
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}
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public override void initialize(FieGameCharacter gameCharacter)
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{
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FieApplejack fieApplejack = gameCharacter as FieApplejack;
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if (!(fieApplejack == null))
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{
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fieApplejack.isEnableAutoFlip = false;
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fieApplejack.isEnableHeadTracking = false;
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}
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}
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public override void terminate(FieGameCharacter gameCharacter)
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{
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FieApplejack fieApplejack = gameCharacter as FieApplejack;
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if (!(fieApplejack == null))
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{
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fieApplejack.abilitiesContainer.SetCooldown<FieStateMachineApplejackRope>(3f);
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fieApplejack.isEnableAutoFlip = true;
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fieApplejack.emotionController.RestoreEmotionFromDefaultData();
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fieApplejack.isEnableCollider = true;
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fieApplejack.setGravityRate(1f);
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fieApplejack.isEnableGravity = true;
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fieApplejack.isEnableHeadTracking = true;
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}
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}
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public override bool isEnd()
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{
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return _isEnd;
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}
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public override Type getNextState()
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{
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return _nextState;
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}
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public override List<Type> getAllowedStateList()
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{
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List<Type> list = new List<Type>();
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list.Add(typeof(FieStateMachineApplejackFlying));
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list.Add(typeof(FieStateMachineApplejackFireAir));
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list.Add(typeof(FieStateMachineApplejackFireAirDouble));
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list.Add(typeof(FieStateMachineApplejackYeehawActionMidAir));
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list.Add(typeof(FieStateMachineApplejackStompAction));
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return list;
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}
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public override bool isFinished()
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{
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return _isFinished;
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}
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}
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}
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