FiE-Game/Assets/Scripts/Fie/Enemies/HoovesRaces/ChangelingAlpha/FieStateMachineChangelingAlphaShoot.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.ChangelingAlpha
{
public class FieStateMachineChangelingAlphaShoot : FieStateMachineGameCharacterBase
{
private enum ShootState
{
STATE_PREPARE,
STATE_SHOOT
}
private ShootState _shootState;
private bool _isEnd;
public override void initialize(FieGameCharacter gameCharacter)
{
gameCharacter.isEnableAutoFlip = false;
}
public override void updateState<T>(ref T gameCharacter)
{
FieChangelingAlpha changelingAlpha = gameCharacter as FieChangelingAlpha;
if (!(changelingAlpha == null))
{
if (changelingAlpha.detector.getLockonEnemyTransform() == null)
{
_isEnd = true;
}
else if (_shootState == ShootState.STATE_PREPARE)
{
TrackEntry trackEntry = changelingAlpha.animationManager.SetAnimation(8, isLoop: false, isForceSet: true);
if (trackEntry != null)
{
autoFlipToEnemy(changelingAlpha);
trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
{
if (e.Data.Name == "fire")
{
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectChangelingAlphaShot>(changelingAlpha.hornTransform, changelingAlpha.flipDirectionVector, changelingAlpha.detector.getLockonEnemyTransform(isCenter: true), changelingAlpha);
}
if (e.Data.Name == "move")
{
Vector3 flipDirectionVector = changelingAlpha.flipDirectionVector;
Vector3 moveForce = flipDirectionVector * e.Float;
changelingAlpha.resetMoveForce();
changelingAlpha.setMoveForce(moveForce, 0f, useRound: false);
}
if (e.Data.Name == "finished")
{
_isEnd = true;
}
};
trackEntry.Complete += delegate
{
_isEnd = true;
};
}
else
{
_isEnd = true;
}
_shootState = ShootState.STATE_SHOOT;
}
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachineCommonIdle);
}
public override List<Type> getAllowedStateList()
{
List<Type> list = new List<Type>();
list.Add(typeof(FieStateMachineChangelingAlphaConcentration));
list.Add(typeof(FieStateMachineChangelingAlphaShout));
return list;
}
}
}