FiE-Game/Assets/Scripts/Fie/AI/FieAITaskApplejackBackstep.cs

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using Fie.Object;
using Fie.Ponies.Applejack;
using UnityEngine;
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namespace Fie.AI {
public class FieAITaskApplejackBackstep : FieAITaskBase {
private enum StepState {
STATE_PREPARE,
STATE_STEP
}
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private const float ATTACK_DISTANCE = 15f;
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private bool _isEndState;
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private StepState _stepState;
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public override void Initialize(FieAITaskController manager) {
_isEndState = false;
_stepState = StepState.STATE_PREPARE;
}
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public override bool Task(FieAITaskController manager) {
if (manager.ownerCharacter.groundState != 0) {
return true;
}
switch (_stepState) {
case StepState.STATE_PREPARE: {
Vector3 directionalVec = new Vector3(
Random.Range(-1f, 1f),
Random.Range(-1f, 1f),
Random.Range(-1f, 1f)
);
manager.ownerCharacter.RequestToChangeState<FieStateMachineApplejackEvasion>(directionalVec, 1f, FieGameCharacter.StateMachineType.Base);
FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (currentStateMachine is FieStateMachineApplejackEvasion
|| currentStateMachine is FieStateMachineApplejackBackstep
|| currentStateMachine is FieStateMachineApplejackCharge) {
currentStateMachine.stateChangeEvent += delegate {
_isEndState = true;
};
_stepState = StepState.STATE_STEP;
} else {
_isEndState = true;
}
break;
}
case StepState.STATE_STEP:
if (_isEndState) {
return true;
}
break;
}
return false;
}
}
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}