mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 08:57:59 +01:00
79 lines
1.9 KiB
C#
79 lines
1.9 KiB
C#
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using Fie.Enemies.HoovesRaces.QueenChrysalis;
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using Fie.Object;
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using System;
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namespace Fie.AI
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{
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public class FieAITaskQueenChrysalisShot : FieAITaskBase
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{
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private enum ShotState
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{
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SHOOT,
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SHOOTING,
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DELAY
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}
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private const float CONCENTRATE_TIME = 2f;
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private const float SHOOTING_DELAY = 1.25f;
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private ShotState _state;
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private bool _isEndState;
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public override void Initialize(FieAITaskController manager)
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{
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_state = ShotState.SHOOT;
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_isEndState = false;
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}
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public override bool Task(FieAITaskController manager)
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{
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if (_isEndState)
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{
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return true;
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}
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if (!(manager.ownerCharacter != null))
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{
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return true;
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}
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if (manager.ownerCharacter.detector.lockonTargetObject == null)
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{
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return true;
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}
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switch (_state)
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{
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case ShotState.SHOOT:
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{
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manager.ownerCharacter.RequestToChangeState<FieStateMachineQueenChrysalisHormingShot>(manager.ownerCharacter.flipDirectionVector, 0f, FieGameCharacter.StateMachineType.Base);
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FieStateMachineInterface currentStateMachine2 = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
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if (currentStateMachine2 is FieStateMachineQueenChrysalisHormingShot)
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{
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currentStateMachine2.stateChangeEvent += delegate(Type fromType, Type toType)
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{
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if (toType != typeof(FieStateMachineQueenChrysalisPenetrateShot))
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{
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nextStateWeightList[typeof(FieAITaskQueenChrysalisIdle)] = 100;
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_isEndState = true;
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}
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};
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}
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_state = ShotState.SHOOTING;
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break;
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}
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case ShotState.SHOOTING:
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{
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FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
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if (!(currentStateMachine is FieStateMachineQueenChrysalisHormingShot) && !(currentStateMachine is FieStateMachineQueenChrysalisPenetrateShot))
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{
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nextStateWeightList[typeof(FieAITaskQueenChrysalisIdle)] = 100;
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_isEndState = true;
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}
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break;
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}
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}
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return false;
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}
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}
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}
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