FiE-Game/Assets/Scripts/Fie/Enemies/HoovesRaces/Changeling/FieStateMachineChangelingBackstep.cs

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2018-11-20 20:10:49 +01:00
using Fie.Object;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Enemies.HoovesRaces.Changeling
{
public class FieStateMachineChangelingBackstep : FieStateMachineGameCharacterBase
{
private enum StepState
{
STEP_START,
STEPPING
}
private StepState _stepState;
private bool _isEnd;
public override void initialize(FieGameCharacter gameCharacter)
{
FieChangeling fieChangeling = gameCharacter as FieChangeling;
if (!(fieChangeling == null))
{
autoFlipToEnemy(fieChangeling);
fieChangeling.isEnableAutoFlip = false;
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = true;
gameCharacter.isEnableCollider = true;
gameCharacter.damageSystem.isEnableStaggerImmunity = false;
}
}
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FieChangeling)
{
FieChangeling changeling = gameCharacter as FieChangeling;
if (_stepState == StepState.STEP_START)
{
if (changeling.groundState == FieObjectGroundState.Grounding)
{
TrackEntry trackEntry = changeling.animationManager.SetAnimation(changeling.getBackStepAnimationID(), isLoop: false, isForceSet: true);
if (trackEntry != null)
{
trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
{
if (e.Data.Name == "move")
{
Vector3 moveForce = changeling.flipDirectionVector * e.Float;
changeling.setMoveForce(moveForce, 0f, useRound: false);
}
if (e.Data.Name == "finished")
{
_isEnd = true;
}
if (e.Data.Name == "immunity")
{
changeling.isEnableCollider = (e.Int < 1);
changeling.damageSystem.isEnableStaggerImmunity = (e.Int >= 1);
}
};
trackEntry.Complete += delegate
{
_isEnd = true;
};
}
else
{
_isEnd = true;
}
}
else
{
_isEnd = true;
}
_stepState = StepState.STEPPING;
}
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachineCommonIdle);
}
public override List<Type> getAllowedStateList()
{
return new List<Type>();
}
}
}