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

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2018-11-20 20:10:49 +01:00
using Fie.Manager;
using Fie.Object;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Enemies.HoovesRaces.Changeling
{
public class FieStateMachineChangelingMelee : FieStateMachineGameCharacterBase
{
private enum MeleeState
{
MELEE_START,
MELEE
}
private const float MELEE_HORMING_DISTANCE = 1f;
private const float MELEE_HORMING_DEFAULT_RATE = 0.5f;
private MeleeState _meleeState;
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;
}
}
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FieChangeling)
{
FieChangeling changeling = gameCharacter as FieChangeling;
if (_meleeState == MeleeState.MELEE_START)
{
if (changeling.groundState == FieObjectGroundState.Grounding)
{
TrackEntry trackEntry = changeling.animationManager.SetAnimation(11, isLoop: false, isForceSet: true);
if (trackEntry != null)
{
trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
{
if (e.Data.Name == "move")
{
Vector3 a = changeling.flipDirectionVector;
Transform lockonEnemyTransform = changeling.detector.getLockonEnemyTransform();
float num = 0.5f;
if (lockonEnemyTransform != null)
{
Vector3 vector = lockonEnemyTransform.position - changeling.transform.position;
num = Mathf.Min(Mathf.Abs(vector.x) / 1f, 1f);
vector.Normalize();
a = vector;
vector.y = 0f;
}
Vector3 vector2 = a * (e.Float * num);
changeling.resetMoveForce();
changeling.setMoveForce(vector2, 0f, useRound: false);
changeling.setFlipByVector(vector2);
}
if (e.Data.Name == "fire")
{
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectChangelingBite>(changeling.mouthTransform, changeling.flipDirectionVector, null, changeling);
}
if (e.Data.Name == "finished")
{
_isEnd = true;
}
};
trackEntry.Complete += delegate
{
_isEnd = true;
};
}
else
{
_isEnd = true;
}
}
else
{
_isEnd = true;
}
_meleeState = MeleeState.MELEE;
}
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachineCommonIdle);
}
public override List<Type> getAllowedStateList()
{
return new List<Type>();
}
}
}