mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
80 lines
2.5 KiB
C#
80 lines
2.5 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.RisingSun
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{
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public class FieStateMachineRisingSunSummonArrow : FieStateMachineAbilityBase
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{
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private const string SUMMON_ARROW_SIGNATURE = "summon_arrow";
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private const float SUMMON_ARROW_DELAY = 0.3f;
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private const float SUMMON_ARROW_DEFAULT_COOLDOWN = 6f;
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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 (gameCharacter is FieRisingSun)
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{
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FieRisingSun fieRisingSun = gameCharacter as FieRisingSun;
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if (!FieRisingSun.ignoreAttackState.Contains(fieRisingSun.getStateMachine().nowStateType()))
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{
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Vector3 vector = (fieRisingSun.flipState != 0) ? Vector3.right : Vector3.left;
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if (fieRisingSun.getStateMachine().nowStateType() == typeof(FieStateMachineCommonIdle) || fieRisingSun.getStateMachine().nowStateType() == typeof(FieStateMachinePoniesIdle) || fieRisingSun.getStateMachine().nowStateType() == typeof(FieStateMachineRisingSunFireSmall))
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{
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if (fieRisingSun.groundState == FieObjectGroundState.Grounding)
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{
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fieRisingSun.getStateMachine().setState(typeof(FieStateMachineRisingSunFireSmall), isForceSet: true, isDupulicate: true);
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}
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fieRisingSun.physicalForce.SetPhysicalForce(vector * -1f + Vector3.up * FieRandom.Range(-0.2f, 0.2f), 500f, 0.1f);
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}
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRisingSunSummonArrow>(fieRisingSun.hornTransform, vector, fieRisingSun.detector.getLockonEnemyTransform(isCenter: true), fieRisingSun);
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRisingSunSpellEffect>(fieRisingSun.hornTransform, Vector3.zero, null);
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fieRisingSun.SetDialog(FieMasterData<GDEWordScriptTriggerTypeData>.I.GetMasterData(GDEItemKeys.WordScriptTriggerType_WS_TRIGGER_TYPE_USED_ABILITY));
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fieRisingSun.abilitiesContainer.SetCooldown<FieStateMachineRisingSunSummonArrow>(6f);
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_isEnd = true;
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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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defaultCoolDown = 6f;
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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 "summon_arrow";
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}
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private void emitShot()
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{
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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 null;
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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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