mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 06:17:58 +01:00
59 lines
2.3 KiB
C#
59 lines
2.3 KiB
C#
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using Fie.Manager;
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using Fie.Object;
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using Fie.Utility;
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using GameDataEditor;
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using System;
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using UnityEngine;
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namespace Fie.Ponies.Twilight
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{
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public class FieStateMachineTwilightBaseShotLevel1 : FieStateMachineGameCharacterBase
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{
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private const float BASE_ATTACK_DEFAULT_SHILED_COST = 0.015f;
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private const float BASE_SHOT_DELAY = 0.3f;
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private bool _isEnd;
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public override void updateState<T>(ref T gameCharacter)
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{
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if (!_isEnd)
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{
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FieTwilight fieTwilight = gameCharacter as FieTwilight;
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if (!(fieTwilight == null))
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{
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FieEmitObjectTwilightBaseShot fieEmitObjectTwilightBaseShot = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightBaseShot>(fieTwilight.hornTransform, fieTwilight.flipDirectionVector, fieTwilight.detector.getLockonEnemyTransform(isCenter: true), fieTwilight);
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if (fieEmitObjectTwilightBaseShot != null)
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{
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fieEmitObjectTwilightBaseShot.setAdditionalVelocity(fieTwilight.getNowMoveForce() * 0.05f);
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}
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Type type = fieTwilight.getStateMachine().nowStateType();
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if ((type == typeof(FieStateMachineCommonIdle) || type == typeof(FieStateMachinePoniesIdle) || type == typeof(FieStateMachineTwilightFireSmall) || type == typeof(FieStateMachineTwilightTeleportationEndGround)) && fieTwilight.groundState == FieObjectGroundState.Grounding)
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{
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fieTwilight.getStateMachine().setState(typeof(FieStateMachineTwilightFireSmall), isForceSet: true, isDupulicate: true);
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fieTwilight.physicalForce.SetPhysicalForce(fieTwilight.flipDirectionVector * -1f + Vector3.up * FieRandom.Range(-0.2f, 0.2f), 3000f, 0.1f);
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}
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fieTwilight.damageSystem.calcShieldDirect((0f - fieTwilight.healthStats.maxShield) * (0.015f * fieTwilight.baseAttackConsumeShieldRate));
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FieManagerBehaviour<FieActivityManager>.I.RequestLobbyOnlyActivity(gameCharacter, FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_MAGIC_BASE_ATTACK), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_MAGIC_BASE_ATTACK));
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_isEnd = true;
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}
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}
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}
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public override float getDelay()
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{
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return 0.3f;
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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 typeof(FieStateMachineTwilightAttackIdle);
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}
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}
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}
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