2018-11-20 20:10:49 +01:00
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using Fie.Object;
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using GameDataEditor;
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using Spine;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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2023-07-24 21:52:50 +02:00
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using Event = Spine.Event;
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2018-11-20 20:10:49 +01:00
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namespace Fie.Enemies.HoovesRaces.QueenChrysalis
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{
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public class FieStateMachineQueenChrysalisIgniteSucceed : FieStateMachineGameCharacterBase
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{
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private enum SucceedState
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{
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SUCCEED_START,
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SUCCEED_END
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}
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private Type _nextState = typeof(FieStateMachineCommonIdle);
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private SucceedState _fireState;
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private bool _isEnd;
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private bool _isFinished;
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public override void updateState<T>(ref T gameCharacter)
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{
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FieQueenChrysalis chrysalis = gameCharacter as FieQueenChrysalis;
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if (!(chrysalis == null))
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{
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switch (_fireState)
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{
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case SucceedState.SUCCEED_START:
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{
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TrackEntry trackEntry = chrysalis.animationManager.SetAnimation(19, isLoop: false, isForceSet: true);
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chrysalis.SetDialog(100, FieMasterData<GDEWordScriptsListData>.I.GetMasterData(GDEItemKeys.WordScriptsList_E_THE_INSECT_QUEEN_USING_ABILITY_1), FieMasterData<GDEWordScriptsListData>.I.GetMasterData(GDEItemKeys.WordScriptsList_E_THE_INSECT_QUEEN_USING_ABILITY_2));
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if (trackEntry != null)
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{
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trackEntry.Complete += delegate
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{
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chrysalis.animationManager.SetAnimation(0, isLoop: true);
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_nextState = typeof(FieStateMachineCommonIdle);
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_isEnd = true;
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};
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2023-07-24 21:52:50 +02:00
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trackEntry.Event += delegate(TrackEntry state, Event trackIndex)
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2018-11-20 20:10:49 +01:00
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{
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2023-07-24 21:52:50 +02:00
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if (trackIndex.Data.Name == "move")
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2018-11-20 20:10:49 +01:00
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{
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2023-07-24 21:52:50 +02:00
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Vector3 moveForce = chrysalis.flipDirectionVector * trackIndex.Float;
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2018-11-20 20:10:49 +01:00
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chrysalis.setMoveForce(moveForce, 0f, useRound: false);
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}
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2023-07-24 21:52:50 +02:00
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if (trackIndex.Data.Name == "finished")
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2018-11-20 20:10:49 +01:00
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{
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_nextState = typeof(FieStateMachineCommonIdle);
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_isEnd = true;
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}
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};
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}
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else
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{
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_isEnd = true;
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}
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_fireState = SucceedState.SUCCEED_END;
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break;
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}
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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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if (!(gameCharacter == null))
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{
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gameCharacter.isEnableAutoFlip = false;
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}
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}
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public override void terminate(FieGameCharacter gameCharacter)
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{
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if (!(gameCharacter == null))
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{
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gameCharacter.isEnableAutoFlip = true;
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}
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}
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public override List<Type> getAllowedStateList()
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{
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return new List<Type>();
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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 _nextState;
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}
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public override bool isFinished()
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{
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return _isFinished;
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}
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}
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}
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