mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 07:47:59 +01:00
78 lines
1.7 KiB
C#
78 lines
1.7 KiB
C#
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using Fie.Manager;
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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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namespace Fie.Enemies.HoovesRaces.Changeling
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{
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public class FieStateMachineChangelingShoot : FieStateMachineGameCharacterBase
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{
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private enum ShootState
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{
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STATE_PREPARE,
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STATE_SHOOT
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}
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private ShootState _shootState;
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private bool _isEnd;
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public override void initialize(FieGameCharacter gameCharacter)
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{
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gameCharacter.isEnableAutoFlip = false;
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}
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public override void updateState<T>(ref T gameCharacter)
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{
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FieChangeling changeling = gameCharacter as FieChangeling;
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if (!(changeling == null))
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{
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if (changeling.detector.getLockonEnemyTransform() == null)
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{
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_isEnd = true;
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}
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else if (_shootState == ShootState.STATE_PREPARE)
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{
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TrackEntry trackEntry = changeling.animationManager.SetAnimation(12, isLoop: false, isForceSet: true);
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if (trackEntry != null)
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{
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autoFlipToEnemy(changeling);
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trackEntry.Event += delegate(AnimationState state, int trackIndex, Event e)
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{
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if (e.Data.Name == "fire")
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{
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectChangelingShot>(changeling.hornTransform, changeling.flipDirectionVector, changeling.detector.getLockonEnemyTransform(isCenter: true), changeling);
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}
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};
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trackEntry.Complete += 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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_shootState = ShootState.STATE_SHOOT;
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}
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}
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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(FieStateMachineCommonIdle);
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}
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public override List<Type> getAllowedStateList()
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{
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return new List<Type>();
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}
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}
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}
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