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

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2018-11-20 20:10:49 +01:00
using Fie.Object;
using Fie.Ponies;
using UnityEngine;
namespace Fie.AI
{
public class FieAITaskRainbowDashMelee : FieAITaskBase
{
public const float MELEE_TIME_MAX = 1.5f;
public const float MELEE_TIME_MIN = 0.5f;
private bool _isEnd;
private float _lifeCount;
private float _meleeCount;
public override void Initialize(FieAITaskController manager)
{
_isEnd = false;
_lifeCount = 0f;
_meleeCount = Random.Range(0.5f, 1.5f);
manager.ownerCharacter.damageSystem.staggerEvent += healthSystem_staggerEvent;
}
public override void Terminate(FieAITaskController manager)
{
manager.ownerCharacter.damageSystem.staggerEvent -= healthSystem_staggerEvent;
}
private void healthSystem_staggerEvent(FieDamage damageObject)
{
nextStateWeightList[typeof(FieAITaskRainbowDashEvasion)] = 100;
_isEnd = true;
}
public override bool Task(FieAITaskController manager)
{
if (_isEnd)
{
return true;
}
_lifeCount += Time.deltaTime;
if (manager.ownerCharacter.detector.lockonTargetObject == null)
{
return true;
}
float num = Vector3.Distance(manager.ownerCharacter.transform.position, manager.ownerCharacter.detector.lockonTargetObject.position);
if (num > 45f)
{
nextStateWeightList[typeof(FieAITaskPoniesOwnerTracking)] = 100;
return true;
}
if (_lifeCount >= _meleeCount)
{
return true;
}
manager.ownerCharacter.RequestToChangeState<FieStateMachinePoniesBaseAttack>(Vector3.zero, 0f, FieGameCharacter.StateMachineType.Attack);
return false;
}
}
}