using Fie.Manager; using Fie.Object; using Spine; using System; using System.Collections.Generic; using UnityEngine; namespace Fie.Enemies.HoovesRaces.QueenChrysalis { public class FieStateMachineQueenChrysalisPenetrateShot : FieStateMachineGameCharacterBase { private enum ShootState { STATE_PREPARE, STATE_SHOOT } private ShootState _shootState; private bool _isEnd; private FieEmitObjectQueenChrysalisHornEffect _hornEffect; public override void initialize(FieGameCharacter gameCharacter) { gameCharacter.isEnableAutoFlip = false; } public override void terminate(FieGameCharacter gameCharacter) { if ((bool)_hornEffect) { _hornEffect.Kill(); } } public override void updateState(ref T gameCharacter) { FieQueenChrysalis chrysalis = gameCharacter as FieQueenChrysalis; if (!(chrysalis == null)) { if (chrysalis.detector.getLockonEnemyTransform() == null) { _isEnd = true; } else if (_shootState == ShootState.STATE_PREPARE) { TrackEntry trackEntry = chrysalis.animationManager.SetAnimation(29, isLoop: false, isForceSet: true); _hornEffect = FieManagerBehaviour.I.EmitObject(chrysalis.hornTransform, Vector3.zero, null); if (trackEntry != null) { autoFlipToEnemy(chrysalis); trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e) { if (e.Data.Name == "fire") { Transform lockonEnemyTransform = chrysalis.detector.getLockonEnemyTransform(isCenter: true); FieManagerBehaviour.I.EmitObject(chrysalis.hornTransform, chrysalis.flipDirectionVector, lockonEnemyTransform, chrysalis); Vector3 vector = chrysalis.flipDirectionVector; if (lockonEnemyTransform != null) { vector = lockonEnemyTransform.position - chrysalis.hornTransform.position; } FieManagerBehaviour.I.EmitObject(chrysalis.hornTransform, vector.normalized, null); } if (e.Data.Name == "move") { Vector3 flipDirectionVector = chrysalis.flipDirectionVector; Vector3 moveForce = flipDirectionVector * e.Float; chrysalis.resetMoveForce(); chrysalis.setMoveForce(moveForce, 0f, useRound: false); } if (e.Data.Name == "finished") { if ((bool)_hornEffect) { _hornEffect.Kill(); } _isEnd = true; } }; trackEntry.Complete += delegate { _isEnd = true; }; } else { _isEnd = true; } _shootState = ShootState.STATE_SHOOT; } } } public override bool isEnd() { return _isEnd; } public override Type getNextState() { return typeof(FieStateMachineCommonIdle); } public override List getAllowedStateList() { List list = new List(); list.Add(typeof(FieStateMachineQueenChrysalisPenetrateShot)); return list; } } }