mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 08:57:59 +01:00
110 lines
2.6 KiB
C#
110 lines
2.6 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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using UnityEngine;
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namespace Fie.Enemies.HoovesRaces.QueenChrysalis
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{
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public class FieStateMachineQueenChrysalisAirRaidFinished : FieStateMachineGameCharacterBase
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{
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private enum FinishedState
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{
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FINISHED_START,
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FINISHED_END
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}
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private Type _nextState = typeof(FieStateMachineCommonIdle);
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private FinishedState _fireState;
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private bool _isEnd;
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private bool _isFinished;
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public override void updateState<T>(ref T gameCharacter)
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{
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FieQueenChrysalis chrysalis = gameCharacter as FieQueenChrysalis;
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if (!(chrysalis == null))
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{
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switch (_fireState)
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{
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case FinishedState.FINISHED_START:
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{
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TrackEntry trackEntry = chrysalis.animationManager.SetAnimation(10, isLoop: false, isForceSet: true);
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisAirRaidPreHit>(chrysalis.transform, Vector3.up, null, chrysalis);
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisAirRiad>(chrysalis.transform, Vector3.up, null, chrysalis);
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if (trackEntry != null)
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{
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trackEntry.Complete += delegate
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{
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TrackEntry trackEntry2 = chrysalis.animationManager.SetAnimation(12);
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if (trackEntry2 != null)
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{
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trackEntry2.Complete += delegate
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{
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_nextState = typeof(FieStateMachineCommonIdle);
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_isEnd = true;
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};
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}
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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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_fireState = FinishedState.FINISHED_END;
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break;
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}
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}
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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.emotionController.StopAutoAnimation();
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gameCharacter.isEnableCollider = true;
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gameCharacter.isEnableAutoFlip = false;
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gameCharacter.isEnableGravity = true;
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gameCharacter.resetMoveForce();
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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 = true;
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gameCharacter.isEnableCollider = true;
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gameCharacter.rootBone.transform.localRotation = Quaternion.identity;
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gameCharacter.resetMoveForce();
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gameCharacter.submeshObject.enabled = true;
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}
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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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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 bool isFinished()
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{
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return _isFinished;
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}
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}
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}
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