FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.Applejack/FieStateMachineApplejackStompJump.cs

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C#
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2018-11-20 20:10:49 +01:00
using Fie.Object;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Ponies.Applejack
{
public class FieStateMachineApplejackStompJump : FieStateMachineGameCharacterBase
{
private enum JumpState
{
JUMP_TAKEOFF_START,
JUMP_TAKEOFF_STANDBY,
JUMP_TAKEOFF_READY,
JUMP_TAKEOFF,
JUMP_FLYING,
JUMP_LANDING
}
private const float TAKEOFF_FORCE = 6f;
private const float TAKEOFF_PAST_TIME = 0.5f;
private const float FLYING_MOVE_FORCE_ROUND = 0.5f;
private const float MAX_FLYING_SPEED = 1f;
private const float FLYING_UPPER_FORCE_DURATION = 3f;
private const float LANDING_DELAY = 0.05f;
private const float JUMP_DELAY = 0.1f;
private JumpState _jumpState;
private float _takeoffTime;
private float _flyingTime;
private float _landingCount;
private bool _isSetLandingAnimation;
private bool _isEnd;
public override void updateState<T>(ref T gameCharacter)
{
if (!_isEnd && gameCharacter is FieApplejack)
{
FieApplejack fieApplejack = gameCharacter as FieApplejack;
Vector3 a = fieApplejack.externalInputVector;
float externalInputForce = fieApplejack.externalInputForce;
a.y = (a.z = 0f);
switch (_jumpState)
{
case JumpState.JUMP_TAKEOFF_START:
{
if (fieApplejack.groundState == FieObjectGroundState.Flying)
{
_isEnd = true;
return;
}
TrackEntry trackEntry = fieApplejack.animationManager.SetAnimation(19, isLoop: false, isForceSet: true);
_jumpState = JumpState.JUMP_TAKEOFF_STANDBY;
if (trackEntry == null)
{
_isEnd = true;
return;
}
trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
{
if (e.Data.name == "takeOff")
{
_jumpState = JumpState.JUMP_TAKEOFF_READY;
}
if (e.Data.name == "finished")
{
_isEnd = true;
}
};
trackEntry.Complete += delegate
{
_isEnd = true;
};
a *= 0.5f;
break;
}
case JumpState.JUMP_TAKEOFF_READY:
{
Vector3 vector = fieApplejack.externalInputVector;
vector += Vector3.up;
vector.x *= 0.1f;
vector.Normalize();
vector *= 6f;
fieApplejack.setMoveForce(vector, 0.5f);
_jumpState = JumpState.JUMP_TAKEOFF;
a *= 0.5f;
break;
}
}
gameCharacter.addMoveForce(a * (fieApplejack.getDefaultMoveSpeed() * fieApplejack.externalInputForce) * 0.5f, 0.4f);
fieApplejack.physicalForce.SetPhysicalForce(gameCharacter.getNowMoveForce() * -1f, 500f);
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = true;
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.setGravityRate(1f);
gameCharacter.isEnableGravity = true;
gameCharacter.isEnableAutoFlip = true;
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachineApplejackStompAction);
}
public override List<Type> getAllowedStateList()
{
return new List<Type>();
}
public override float getDelay()
{
return 0.1f;
}
}
}