using Fie.Object; using Spine; using System; using System.Collections.Generic; using UnityEngine; namespace Fie.Ponies.RainbowDash { public class FieStateMachineRainbowDashJump : FieStateMachineGameCharacterBase { private enum JumpState { JUMP_TAKEOFF_START, JUMP_TAKEOFF_STANDBY, JUMP_TAKEOFF_READY, JUMP_TAKEOFF } private const float TAKEOFF_FORCE = 9f; private const float TAKEOFF_PAST_TIME = 0.1f; private const float FLYING_MOVE_FORCE_ROUND = 0.5f; private const float MAX_FLYING_SPEED = 1f; private const float FLYING_UPPER_FORCE_DURATION = 3f; private const float LANDING_DELAY = 0.05f; private const float JUMP_DELAY = 0.1f; private JumpState _jumpState; private float _takeoffTime; private float _flyingTime; private float _landingCount; private bool _isSetLandingAnimation; private bool _isEnd; private Type _nextState = typeof(FieStateMachineCommonIdle); public override void updateState(ref T gameCharacter) { if (gameCharacter is FieRainbowDash) { FieRainbowDash rainbowDash = gameCharacter as FieRainbowDash; Vector3 a = rainbowDash.externalInputVector; a.y = (a.z = 0f); if (_jumpState == JumpState.JUMP_TAKEOFF_START) { if (rainbowDash.groundState == FieObjectGroundState.Flying) { _nextState = typeof(FieStateMachineRainbowDashFlying); _isEnd = true; } else { TrackEntry trackEntry = rainbowDash.animationManager.SetAnimation(19); _jumpState = JumpState.JUMP_TAKEOFF_STANDBY; if (trackEntry != null) { trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e) { if (e.Data.name == "takeOff") { Vector3 vector = rainbowDash.externalInputVector; vector += Vector3.up; vector.x *= 0.1f; vector.Normalize(); vector *= 9f; rainbowDash.setMoveForce(vector, 0.1f); _jumpState = JumpState.JUMP_TAKEOFF; } else if (e.Data.name == "finished") { _nextState = typeof(FieStateMachineRainbowDashFlying); _isEnd = true; } }; trackEntry.Complete += delegate { _nextState = typeof(FieStateMachineRainbowDashFlying); _isEnd = true; }; } a *= 0.5f; } } } } public override void initialize(FieGameCharacter gameCharacter) { if (!(gameCharacter == null)) { gameCharacter.isEnableAutoFlip = true; } } public override void terminate(FieGameCharacter gameCharacter) { if (!(gameCharacter == null)) { gameCharacter.setGravityRate(1f); gameCharacter.isEnableAutoFlip = true; } } public override bool isEnd() { return _isEnd; } public override Type getNextState() { return _nextState; } public override List getAllowedStateList() { List list = new List(); list.Add(typeof(FieStateMachineRainbowDashEvasion)); return list; } public override float getDelay() { return 0.1f; } } }