mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 08:57:59 +01:00
87 lines
3 KiB
C#
87 lines
3 KiB
C#
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using Fie.Manager;
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using Fie.Object;
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using Fie.Utility;
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using GameDataEditor;
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using System;
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using UnityEngine;
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namespace Fie.Ponies.Twilight
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{
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[FieAbilityID(FieConstValues.FieAbility.SUMMON_ARROW)]
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public class FieStateMachineTwilightSummonArrow : FieStateMachineAbilityBase
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{
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private const string SUMMON_ARROW_SIGNATURE = "summon_arrow";
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private const float SUMMON_ARROW_DELAY = 0.3f;
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private const float SUMMON_ARROW_DEFAULT_COOLDOWN = 24f;
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private bool _isEnd;
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public override void updateState<T>(ref T gameCharacter)
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{
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if (gameCharacter is FieTwilight)
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{
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FieTwilight fieTwilight = gameCharacter as FieTwilight;
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if (!FieTwilight.ignoreAttackState.Contains(fieTwilight.getStateMachine().nowStateType()))
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{
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Vector3 vector = (fieTwilight.flipState != 0) ? Vector3.right : Vector3.left;
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if (fieTwilight.getStateMachine().nowStateType() == typeof(FieStateMachineCommonIdle) || fieTwilight.getStateMachine().nowStateType() == typeof(FieStateMachinePoniesIdle) || fieTwilight.getStateMachine().nowStateType() == typeof(FieStateMachineTwilightFireSmall))
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{
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if (fieTwilight.groundState == FieObjectGroundState.Grounding)
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{
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fieTwilight.getStateMachine().setState(typeof(FieStateMachineTwilightFireSmall), isForceSet: true, isDupulicate: true);
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}
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fieTwilight.physicalForce.SetPhysicalForce(vector * -1f + Vector3.up * FieRandom.Range(-0.2f, 0.2f), 500f, 0.1f);
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}
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightSummonArrow>(fieTwilight.hornTransform, vector, fieTwilight.detector.getLockonEnemyTransform(isCenter: true), fieTwilight);
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if (fieTwilight.GetSkill(FieConstValues.FieSkill.MAGIC_SUMMON_ARROW_LV4_SUMMON_TRAP) != null)
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{
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightSummonTrapEntity>(fieTwilight.hornTransform, vector, null, fieTwilight);
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}
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightSpellEffect>(fieTwilight.hornTransform, Vector3.zero, null);
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fieTwilight.SetDialog(FieMasterData<GDEWordScriptTriggerTypeData>.I.GetMasterData(GDEItemKeys.WordScriptTriggerType_WS_TRIGGER_TYPE_USED_ABILITY));
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float num = 24f;
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GDESkillTreeData skill = fieTwilight.GetSkill(FieConstValues.FieSkill.MAGIC_SUMMON_ARROW_LV4_SUMMON_TRAP);
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if (skill != null)
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{
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num *= skill.Value1;
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}
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fieTwilight.abilitiesContainer.SetCooldown<FieStateMachineTwilightSummonArrow>(24f);
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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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defaultCoolDown = 24f;
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}
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public override float getDelay()
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{
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return 0.3f;
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}
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public override string getSignature()
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{
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return "summon_arrow";
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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 null;
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}
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public override FieAbilityActivationType getActivationType()
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{
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return FieAbilityActivationType.COOLDOWN;
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}
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}
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}
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