using Fie.Object; using System; using System.Collections.Generic; namespace Fie.Ponies.Twilight { public class FieStateMachineTwilightAttackIdle : FieStateMachineGameCharacterBase { private Type _nextState; private bool _isEnd; public override void updateState(ref T gameCharacter) { if (!_isEnd) { FieTwilight fieTwilight = gameCharacter as FieTwilight; if (!(fieTwilight == null) && fieTwilight.baseAttackChargedForce > 0f) { _nextState = typeof(FieStateMachineTwilightBaseShotActivator); _isEnd = true; } } } public override bool isEnd() { return _isEnd; } public override Type getNextState() { return _nextState; } public override List getAllowedStateList() { List list = new List(); list.Add(typeof(FieStateMachineTwilightBaseShotCharging)); list.Add(typeof(FieStateMachineTwilightForceField)); list.Add(typeof(FieStateMachineTwilightSparklyCannon)); list.Add(typeof(FieStateMachineTwilightSummonArrow)); return list; } public override bool isNotNetworkSync() { return true; } } }