using Fie.Manager; using Fie.Object; using GameDataEditor; using Spine; using System; using System.Collections.Generic; using UnityEngine; namespace Fie.Ponies { public class FieStateMachinePoniesArrival : FieStateMachineGameCharacterBase { private enum ArrivalfState { STATE_START, STATE_PREPARE, STATE_END } private const float ARRIVAL_INVISIBLE_DURATION = 1.9f; private ArrivalfState _arrivalState; private bool _isEnd; private Type _nextState; public override void updateState(ref T gameCharacter) { if (gameCharacter is FiePonies) { FiePonies ponies = gameCharacter as FiePonies; if (_arrivalState == ArrivalfState.STATE_START) { FieEmitObjectPoniesArrival fieEmitObjectPoniesArrival = FieManagerBehaviour.I.EmitObject(ponies.centerTransform, Vector3.zero); if (fieEmitObjectPoniesArrival == null) { _nextState = typeof(FieStateMachineCommonIdle); _isEnd = true; } fieEmitObjectPoniesArrival.SetSubMeshObject(ponies.gameObject); TrackEntry trackEntry = ponies.animationManager.SetAnimation(10, isLoop: false, isForceSet: true); if (trackEntry == null) { _nextState = typeof(FieStateMachineCommonIdle); _isEnd = true; } trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e) { if (e.Data.Name == "finished") { ponies.SetDialog(FieMasterData.I.GetMasterData(GDEItemKeys.WordScriptTriggerType_WS_TRIGGER_TYPE_ARRIVAL)); ponies.submeshObject.enabled = true; } }; trackEntry.End += delegate { ponies.submeshObject.enabled = true; _nextState = typeof(FieStateMachineCommonIdle); _isEnd = true; }; ponies.submeshObject.enabled = false; _arrivalState = ArrivalfState.STATE_PREPARE; gameCharacter.setFlip(FieObjectFlipState.Right); } } } public override void initialize(FieGameCharacter gameCharacter) { FiePonies fiePonies = gameCharacter as FiePonies; if (!(fiePonies == null)) { fiePonies.isEnableAutoFlip = false; fiePonies.emotionController.StopAutoAnimation(); } } public override void terminate(FieGameCharacter gameCharacter) { FiePonies fiePonies = gameCharacter as FiePonies; if (!(fiePonies == null)) { fiePonies.emotionController.RestoreEmotionFromDefaultData(); fiePonies.emotionController.RestartAutoAnimation(); fiePonies.setGravityRate(1f); fiePonies.isEnableHeadTracking = true; fiePonies.isEnableAutoFlip = true; fiePonies.isEnableGravity = true; } } public override bool isEnd() { return _isEnd; } public override Type getNextState() { return _nextState; } public override List getAllowedStateList() { List list = new List(); list.Add(typeof(FieStateMachinePoniesArrival)); return list; } } }