using Fie.Enemies.HoovesRaces.QueenChrysalis; using Fie.Object; using System; namespace Fie.AI { public class FieAITaskQueenChrysalisShot : FieAITaskBase { private enum ShotState { SHOOT, SHOOTING, DELAY } private const float CONCENTRATE_TIME = 2f; private const float SHOOTING_DELAY = 1.25f; private ShotState _state; private bool _isEndState; public override void Initialize(FieAITaskController manager) { _state = ShotState.SHOOT; _isEndState = false; } public override bool Task(FieAITaskController manager) { if (_isEndState) { return true; } if (!(manager.ownerCharacter != null)) { return true; } if (manager.ownerCharacter.detector.lockonTargetObject == null) { return true; } switch (_state) { case ShotState.SHOOT: { manager.ownerCharacter.RequestToChangeState(manager.ownerCharacter.flipDirectionVector, 0f, FieGameCharacter.StateMachineType.Base); FieStateMachineInterface currentStateMachine2 = manager.ownerCharacter.getStateMachine().getCurrentStateMachine(); if (currentStateMachine2 is FieStateMachineQueenChrysalisHormingShot) { currentStateMachine2.stateChangeEvent += delegate(Type fromType, Type toType) { if (toType != typeof(FieStateMachineQueenChrysalisPenetrateShot)) { nextStateWeightList[typeof(FieAITaskQueenChrysalisIdle)] = 100; _isEndState = true; } }; } _state = ShotState.SHOOTING; break; } case ShotState.SHOOTING: { FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine(); if (!(currentStateMachine is FieStateMachineQueenChrysalisHormingShot) && !(currentStateMachine is FieStateMachineQueenChrysalisPenetrateShot)) { nextStateWeightList[typeof(FieAITaskQueenChrysalisIdle)] = 100; _isEndState = true; } break; } } return false; } } }