mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 08:57:59 +01:00
87 lines
1.8 KiB
C#
87 lines
1.8 KiB
C#
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using Fie.Object;
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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.Enemies.HoovesRaces.Flightling
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{
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public class FieStateMachineFlightlingFlyMove : FieStateMachineGameCharacterBase
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{
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private enum FlightState
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{
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PREPARE,
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DO
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}
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private const float MOVE_THRESHOLD = 0.02f;
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private const float WALK_FORCE_THRESHOLD = 0.3f;
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private const float WALK_MOVESPEED_MAGNI = 0.5f;
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private bool _isEnd;
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private Type _nextState;
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private FlightState state;
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public override void updateState<T>(ref T flightling)
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{
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if (flightling is FieFlightling)
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{
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switch (state)
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{
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default:
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return;
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case FlightState.PREPARE:
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flightling.animationManager.SetAnimation(8, isLoop: true);
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state = FlightState.DO;
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break;
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case FlightState.DO:
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break;
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}
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autoFlipToEnemy(flightling);
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Vector3 externalInputVector = flightling.externalInputVector;
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externalInputVector.z = externalInputVector.y * 0.5f;
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float defaultMoveSpeed = flightling.getDefaultMoveSpeed();
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flightling.addMoveForce(externalInputVector * (defaultMoveSpeed * flightling.externalInputForce), 0.4f);
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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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if (!(gameCharacter == null))
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{
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gameCharacter.isEnableGravity = false;
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gameCharacter.isEnableAutoFlip = true;
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}
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}
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public override void terminate(FieGameCharacter gameCharacter)
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{
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if (!(gameCharacter == null))
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{
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gameCharacter.isEnableGravity = true;
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gameCharacter.isEnableAutoFlip = false;
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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 _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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list.Add(typeof(FieStateMachineAnyConsider));
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return list;
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}
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}
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}
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