FiE-Game/Assets/Scripts/Fie/Enemies/HoovesRaces/Changeling/FieStateMachineChangelingVortex.cs

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using Fie.Manager;
using Fie.Object;
using Spine;
using System;
using System.Collections.Generic;
namespace Fie.Enemies.HoovesRaces.Changeling
{
public class FieStateMachineChangelingVortex : FieStateMachineGameCharacterBase
{
private enum MeleeState
{
MELEE_START,
MELEE
}
private MeleeState _meleeState;
private bool _isEnd;
public override void initialize(FieGameCharacter gameCharacter)
{
FieChangeling fieChangeling = gameCharacter as FieChangeling;
if (!(fieChangeling == null))
{
autoFlipToEnemy(fieChangeling);
fieChangeling.isEnableAutoFlip = false;
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = true;
}
}
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FieChangeling)
{
FieChangeling changeling = gameCharacter as FieChangeling;
if (_meleeState == MeleeState.MELEE_START)
{
if (changeling.groundState == FieObjectGroundState.Grounding)
{
TrackEntry trackEntry = changeling.animationManager.SetAnimation(14, isLoop: false, isForceSet: true);
if (trackEntry != null)
{
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trackEntry.Event += delegate(TrackEntry state, Event trackIndex)
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{
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if (trackIndex.Data.Name == "fire")
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{
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectChangelingVortex>(changeling.transform, changeling.flipDirectionVector, null, changeling);
}
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if (trackIndex.Data.Name == "finished")
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{
_isEnd = true;
}
};
trackEntry.Complete += delegate
{
_isEnd = true;
};
}
else
{
_isEnd = true;
}
}
else
{
_isEnd = true;
}
_meleeState = MeleeState.MELEE;
}
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachineCommonIdle);
}
public override List<Type> getAllowedStateList()
{
return new List<Type>();
}
}
}