mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-03 10:17:59 +01:00
79 lines
2.9 KiB
C#
79 lines
2.9 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.MAGIC_BUBBLE)]
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public class FieStateMachineTwilightForceField : FieStateMachineAbilityBase
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{
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private const string FORCE_FIELD_SIGNATURE = "magic_bubble";
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private const float FORCE_FIELD_DELAY = 0.3f;
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private const float FORCE_FIELD_DEFAULT_COOLDOWN = 60f;
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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 (!_isEnd && 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), 5000f, 0.1f);
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}
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightForceField>(fieTwilight.hornTransform, vector, null, fieTwilight);
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightSpellEffect>(fieTwilight.hornTransform, Vector3.zero, null);
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fieTwilight.SetDialog(100, FieMasterData<GDEWordScriptsListData>.I.GetMasterData(GDEItemKeys.WordScriptsList_P_MAGIC_ABILITY_MAGIC_BUBBLE_1), FieMasterData<GDEWordScriptsListData>.I.GetMasterData(GDEItemKeys.WordScriptsList_P_MAGIC_ABILITY_MAGIC_BUBBLE_2));
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FieManagerBehaviour<FieActivityManager>.I.RequestLobbyOnlyActivity(gameCharacter, FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_MAGIC_ABILITY_3), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_MAGIC_ABILITY_3));
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float cooldown = 60f;
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fieTwilight.abilitiesContainer.SetCooldown<FieStateMachineTwilightForceField>(cooldown);
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_isEnd = true;
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}
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}
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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 "magic_bubble";
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}
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public override void initialize(FieGameCharacter gameCharacter)
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{
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defaultCoolDown = 60f;
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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 typeof(FieStateMachinePoniesAttackIdle);
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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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