using Fie.Object; using System; using System.Collections.Generic; using UnityEngine; namespace Fie.Ponies.RisingSun { public class FieStateMachineRisingSunFlying : FieStateMachineRisingSunInterface { private const float DEFAULT_FLYING_POWER = 11f; private const float MAX_FLYING_SPEED = 10f; private const float FLYING_UPPER_FORCE_DURATION = 3f; private const float LANDING_DELAY = 0.2f; private float _flyingTime = 3f; private bool _isEnd; private Type _nextState = typeof(FieStateMachineCommonIdle); public override void updateState(ref T gameCharacter) { if (gameCharacter is FieRisingSun) { FieRisingSun fieRisingSun = gameCharacter as FieRisingSun; if (fieRisingSun.groundState == FieObjectGroundState.Grounding) { _nextState = typeof(FieStateMachinePoniesLanding); _isEnd = true; } else { if (fieRisingSun.animationManager.IsEndAnimation(0)) { fieRisingSun.animationManager.SetAnimation(20, isLoop: true); } Vector3 vector = fieRisingSun.externalInputVector; _flyingTime -= Time.deltaTime; _flyingTime = Mathf.Max(_flyingTime, 0f); if (vector.y > 0f) { vector.y *= 1f * (_flyingTime / 3f); } vector *= 10f * fieRisingSun.externalInputForce; vector.y *= 0.2f; vector.y += 11f; fieRisingSun.addMoveForce(vector, 1f); fieRisingSun.physicalForce.SetPhysicalForce(gameCharacter.getNowMoveForce() * -1f, 1000f); } } } public override void initialize(FieGameCharacter gameCharacter) { if (!(gameCharacter == null)) { gameCharacter.isEnableAutoFlip = true; gameCharacter.setGravityRate(0.5f); } } public override void terminate(FieGameCharacter gameCharacter) { if (!(gameCharacter == null)) { gameCharacter.isEnableGravity = true; gameCharacter.setGravityRate(1f); } } public override bool isEnd() { return _isEnd; } public override Type getNextState() { return _nextState; } public override List getAllowedStateList() { List list = new List(); list.Add(typeof(FieStateMachinePoniesEvasion)); list.Add(typeof(FieStateMachineRisingSunTeleportation)); return list; } } }