mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 06:17:58 +01:00
110 lines
2.4 KiB
C#
110 lines
2.4 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.Twilight
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{
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public class FieStateMachineTwilightTeleportationEndAir : FieStateMachineGameCharacterBase
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{
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private enum TeleportationState
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{
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TELEPORTATION_START,
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TELEPORTATION_END
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}
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private TeleportationState _teleportationState;
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private bool _isEnd;
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private bool _isFinished;
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private Type _nextState;
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public override void updateState<T>(ref T gameCharacter)
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{
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if (gameCharacter is FieTwilight)
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{
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FieTwilight fieTwilight = gameCharacter as FieTwilight;
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switch (_teleportationState)
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{
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case TeleportationState.TELEPORTATION_START:
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{
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TrackEntry trackEntry = fieTwilight.animationManager.SetAnimation(21, isLoop: false, isForceSet: true);
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if (trackEntry != null)
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{
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trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
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{
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if (e.Data.Name == "finished")
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{
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_nextState = typeof(FieStateMachineTwilightFlying);
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_isFinished = true;
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}
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};
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trackEntry.End += delegate
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{
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_isEnd = true;
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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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}
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Vector3 externalInputVector = fieTwilight.externalInputVector;
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fieTwilight.setFlipByVector(externalInputVector);
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_teleportationState = TeleportationState.TELEPORTATION_END;
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break;
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}
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}
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if (_isEnd)
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{
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if (fieTwilight.groundState == FieObjectGroundState.Grounding)
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{
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_nextState = typeof(FieStateMachineCommonIdle);
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}
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else
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{
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_nextState = typeof(FieStateMachineTwilightFlying);
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}
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}
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else if (_isFinished && fieTwilight.externalInputForce > 0.5f && fieTwilight.groundState != 0)
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{
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_nextState = typeof(FieStateMachineTwilightFlying);
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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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gameCharacter.isEnableGravity = false;
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}
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public override void terminate(FieGameCharacter gameCharacter)
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{
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gameCharacter.isEnableGravity = true;
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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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if (_isFinished)
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{
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list.Add(typeof(FieStateMachineTwilightTeleportation));
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list.Add(typeof(FieStateMachineTwilightFlying));
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}
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return list;
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}
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}
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}
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