FiE-Game/Assets/Scripts/Fie/Ponies/FieStateMachinePoniesArrival.cs

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using Fie.Manager;
using Fie.Object;
using GameDataEditor;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
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using Event = Spine.Event;
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namespace Fie.Ponies
{
public class FieStateMachinePoniesArrival : FieStateMachineGameCharacterBase
{
private enum ArrivalfState
{
STATE_START,
STATE_PREPARE,
STATE_END
}
private const float ARRIVAL_INVISIBLE_DURATION = 1.9f;
private ArrivalfState _arrivalState;
private bool _isEnd;
private Type _nextState;
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FiePonies)
{
FiePonies ponies = gameCharacter as FiePonies;
if (_arrivalState == ArrivalfState.STATE_START)
{
FieEmitObjectPoniesArrival fieEmitObjectPoniesArrival = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectPoniesArrival>(ponies.centerTransform, Vector3.zero);
if (fieEmitObjectPoniesArrival == null)
{
_nextState = typeof(FieStateMachineCommonIdle);
_isEnd = true;
}
fieEmitObjectPoniesArrival.SetSubMeshObject(ponies.gameObject);
TrackEntry trackEntry = ponies.animationManager.SetAnimation(10, isLoop: false, isForceSet: true);
if (trackEntry == null)
{
_nextState = typeof(FieStateMachineCommonIdle);
_isEnd = true;
}
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trackEntry.Event += delegate(TrackEntry state, Event trackIndex)
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{
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if (trackIndex.Data.Name == "finished")
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{
ponies.SetDialog(FieMasterData<GDEWordScriptTriggerTypeData>.I.GetMasterData(GDEItemKeys.WordScriptTriggerType_WS_TRIGGER_TYPE_ARRIVAL));
ponies.submeshObject.enabled = true;
}
};
trackEntry.End += delegate
{
ponies.submeshObject.enabled = true;
_nextState = typeof(FieStateMachineCommonIdle);
_isEnd = true;
};
ponies.submeshObject.enabled = false;
_arrivalState = ArrivalfState.STATE_PREPARE;
gameCharacter.setFlip(FieObjectFlipState.Right);
}
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
FiePonies fiePonies = gameCharacter as FiePonies;
if (!(fiePonies == null))
{
fiePonies.isEnableAutoFlip = false;
fiePonies.emotionController.StopAutoAnimation();
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
FiePonies fiePonies = gameCharacter as FiePonies;
if (!(fiePonies == null))
{
fiePonies.emotionController.RestoreEmotionFromDefaultData();
fiePonies.emotionController.RestartAutoAnimation();
fiePonies.setGravityRate(1f);
fiePonies.isEnableHeadTracking = true;
fiePonies.isEnableAutoFlip = true;
fiePonies.isEnableGravity = true;
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return _nextState;
}
public override List<Type> getAllowedStateList()
{
List<Type> list = new List<Type>();
list.Add(typeof(FieStateMachinePoniesArrival));
return list;
}
}
}