mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-02 17:57:59 +01:00
127 lines
2.8 KiB
C#
127 lines
2.8 KiB
C#
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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.Ponies.Applejack
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{
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public class FieStateMachineApplejackRopeAction : FieStateMachineGameCharacterBase
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{
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private enum FireState
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{
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ROPE_ACTION_START,
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ROPE_ACTION_PULL,
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ROPE_ACTION_END
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}
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private Type _nextState = typeof(FieStateMachineCommonIdle);
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private FireState _fireState;
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private bool _isEnd;
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private float _endTime = 3.40282347E+38f;
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private float _timeCount;
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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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if (gameCharacter is FieApplejack)
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{
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_timeCount += Time.deltaTime;
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FieApplejack applejack = gameCharacter as FieApplejack;
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switch (_fireState)
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{
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case FireState.ROPE_ACTION_START:
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{
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TrackEntry trackEntry = applejack.animationManager.SetAnimation(35, isLoop: false, isForceSet: true);
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if (trackEntry != null)
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{
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trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
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{
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if (e.Data.Name == "move")
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{
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Vector3 flipDirectionVector = applejack.flipDirectionVector;
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Vector3 moveForce = flipDirectionVector * e.Float;
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applejack.setMoveForce(moveForce, 0f);
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}
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if (e.Data.Name == "finished")
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{
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_isFinished = true;
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}
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};
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trackEntry.Complete += delegate
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{
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applejack.animationManager.SetAnimation(0, isLoop: true);
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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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else
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{
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_isEnd = true;
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}
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_fireState = FireState.ROPE_ACTION_PULL;
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break;
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}
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}
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if (_timeCount > _endTime)
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{
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_isEnd = true;
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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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FieApplejack fieApplejack = gameCharacter as FieApplejack;
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if (!(fieApplejack == null))
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{
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autoFlipToEnemy(fieApplejack);
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fieApplejack.isEnableAutoFlip = false;
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fieApplejack.isEnableHeadTracking = false;
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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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FieApplejack fieApplejack = gameCharacter as FieApplejack;
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if (!(fieApplejack == null))
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{
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fieApplejack.emotionController.RestoreEmotionFromDefaultData();
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fieApplejack.abilitiesContainer.SetCooldown<FieStateMachineApplejackRope>(3f);
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fieApplejack.isEnableAutoFlip = true;
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fieApplejack.isEnableHeadTracking = 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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List<Type> list = new List<Type>();
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if (_isFinished)
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{
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list.Add(typeof(FieStateMachineApplejackFireKickRift));
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}
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return list;
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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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