FiE-Game/Assets/Scripts/Fie/AI/FieAITaskQueenChrysalisCrucible.cs

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2018-11-20 20:10:49 +01:00
using Fie.Enemies.HoovesRaces.QueenChrysalis;
using Fie.Object;
namespace Fie.AI
{
public class FieAITaskQueenChrysalisCrucible : FieAITaskBase
{
private enum CrucibleState
{
START,
DOING
}
private const float CONCENTRATE_TIME = 2f;
private const float SHOOTING_DELAY = 1.25f;
private CrucibleState _state;
private bool _isEndState;
public override void Initialize(FieAITaskController manager)
{
_isEndState = false;
_state = CrucibleState.START;
}
public override bool Task(FieAITaskController manager)
{
if (_isEndState)
{
return true;
}
if (!(manager.ownerCharacter != null))
{
return true;
}
switch (_state)
{
case CrucibleState.START:
{
manager.ownerCharacter.RequestToChangeState<FieStateMachineQueenChrysalisCrucible>(manager.ownerCharacter.flipDirectionVector, 1f, FieGameCharacter.StateMachineType.Base);
FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (currentStateMachine is FieStateMachineQueenChrysalisCrucible)
{
currentStateMachine.stateChangeEvent += delegate
{
_isEndState = true;
};
}
else
{
_isEndState = true;
}
break;
}
}
return false;
}
}
}