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

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using Fie.Object;
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 FieStateMachinePoniesLanding : FieStateMachineGameCharacterBase
{
public enum LandingState
{
LANDING_START,
LANDING
}
private const float LANDING_DELAY = 0.5f;
private bool _isEnd;
private bool _isFinished;
private LandingState _landingState;
private float _landingCount = 0.05f;
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FiePonies)
{
FiePonies fiePonies = gameCharacter as FiePonies;
Vector3 a = fiePonies.externalInputVector;
a.y = (a.z = 0f);
switch (_landingState)
{
case LandingState.LANDING_START:
if (fiePonies.groundState == FieObjectGroundState.Grounding)
{
Vector3 externalInputVector = fiePonies.externalInputVector;
fiePonies.addMoveForce(new Vector3(externalInputVector.x * (500f * fiePonies.externalInputForce), 0f, 0f), 0.5f);
_landingCount = 0.5f;
TrackEntry trackEntry = fiePonies.animationManager.SetAnimation(4, 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 == "finished")
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{
_isFinished = true;
}
};
trackEntry.Complete += delegate
{
_isEnd = true;
};
}
_landingState = LandingState.LANDING;
}
break;
case LandingState.LANDING:
_landingCount -= Time.deltaTime;
if (_landingCount <= 0f)
{
_isEnd = true;
}
a *= 0.5f;
fiePonies.physicalForce.SetPhysicalForce(Vector3.zero, 0f);
break;
}
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = true;
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.setGravityRate(1f);
gameCharacter.isEnableGravity = true;
gameCharacter.isEnableAutoFlip = true;
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachineCommonIdle);
}
public override List<Type> getAllowedStateList()
{
if (!_isFinished)
{
return new List<Type>();
}
List<Type> list = new List<Type>();
list.Add(typeof(FieStateMachineAnyConsider));
return list;
}
}
}