using Fie.Object; using Fie.Ponies; using Fie.Ponies.Applejack; using UnityEngine; namespace Fie.AI { public class FieAITaskApplejackStomp : FieAITaskBase { private bool _isAssigned; private bool _isEnd; public override void Initialize(FieAITaskController manager) { _isAssigned = false; _isEnd = false; manager.ownerCharacter.damageSystem.staggerEvent += healthSystem_staggerEvent; } public override void Terminate(FieAITaskController manager) { manager.ownerCharacter.damageSystem.staggerEvent -= healthSystem_staggerEvent; } private void healthSystem_staggerEvent(FieDamage damageObject) { nextStateWeightList[typeof(FieAITaskApplejackBackstep)] = 100; _isEnd = true; } public override bool Task(FieAITaskController manager) { if (_isEnd) { return true; } if (manager.ownerCharacter.detector.lockonTargetObject == null) { return true; } if (!_isAssigned) { manager.ownerCharacter.RequestToChangeState(Vector3.zero, 0f, FieGameCharacter.StateMachineType.Attack); FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine(); if (!(currentStateMachine is FieStateMachineApplejackStompAction)) { return true; } currentStateMachine.stateChangeEvent += delegate { nextStateWeightList[typeof(FieAITaskApplejackBackstep)] = 100; _isEnd = true; }; _isAssigned = true; } return false; } } }