using Fie.Object; using Spine; using System; using System.Collections.Generic; namespace Fie.Enemies.HoovesRaces.QueenChrysalis { public class FieStateMachineQueenChrysalisIgniteFailed : FieStateMachineGameCharacterBase { private enum FailedState { FAILED_START, FAILED_END } private Type _nextState = typeof(FieStateMachineCommonIdle); private FailedState _fireState; private bool _isEnd; private bool _isFinished; public override void updateState(ref T gameCharacter) { FieQueenChrysalis chrysalis = gameCharacter as FieQueenChrysalis; if (!(chrysalis == null)) { switch (_fireState) { case FailedState.FAILED_START: { TrackEntry trackEntry = chrysalis.animationManager.SetAnimation(20, isLoop: false, isForceSet: true); if (trackEntry != null) { trackEntry.Complete += delegate { chrysalis.animationManager.SetAnimation(0, isLoop: true); _nextState = typeof(FieStateMachineCommonIdle); _isEnd = true; }; trackEntry.Event += delegate(AnimationState state, int trackIndex, Event e) { if (e.Data.Name == "finished") { _nextState = typeof(FieStateMachineCommonIdle); _isEnd = true; } }; } else { _isEnd = true; } _fireState = FailedState.FAILED_END; break; } } } } public override void initialize(FieGameCharacter gameCharacter) { if (!(gameCharacter == null)) { gameCharacter.isEnableAutoFlip = false; } } public override void terminate(FieGameCharacter gameCharacter) { if (!(gameCharacter == null)) { gameCharacter.isEnableAutoFlip = true; } } public override List getAllowedStateList() { return new List(); } public override bool isEnd() { return _isEnd; } public override Type getNextState() { return _nextState; } public override bool isFinished() { return _isFinished; } } }