using Fie.Enemies.HoovesRaces.QueenChrysalis; using Fie.Object; using UnityEngine; namespace Fie.AI { public class FieAITaskQueenChrysalisIgnite : FieAITaskBase { private enum IgniteState { IGNITE, IGNITE_ATTACKING, DELAY } private const float CONCENTRATE_TIME = 2f; private const float SHOOTING_DELAY = 1.25f; private float timeCount; private IgniteState _state; private bool _isEndState; public override void Initialize(FieAITaskController manager) { timeCount = 0f; _state = IgniteState.IGNITE; _isEndState = false; } public override bool Task(FieAITaskController manager) { timeCount += Time.deltaTime; if (_isEndState) { return true; } if (!(manager.ownerCharacter != null)) { return true; } if (manager.ownerCharacter.detector.lockonTargetObject == null) { return true; } switch (_state) { case IgniteState.IGNITE: manager.ownerCharacter.RequestToChangeState(manager.ownerCharacter.flipDirectionVector, 0f, FieGameCharacter.StateMachineType.Base); _state = IgniteState.IGNITE_ATTACKING; break; case IgniteState.IGNITE_ATTACKING: { FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine(); if (!(currentStateMachine is FieStateMachineQueenChrysalisIgniteStart) && !(currentStateMachine is FieStateMachineQueenChrysalisIgnitePrepare) && !(currentStateMachine is FieStateMachineQueenChrysalisIgniteFailed) && !(currentStateMachine is FieStateMachineQueenChrysalisIgniteSucceed)) { nextStateWeightList[typeof(FieAITaskQueenChrysalisIdle)] = 100; _isEndState = true; } break; } } return false; } } }