using Fie.Object; using System; using System.Collections.Generic; namespace Fie.Enemies.HoovesRaces.QueenChrysalis { public class FieStateMachineQueenChrysalisJumpIdle : FieStateMachineGameCharacterBase { private bool _isEnd; private Type _nextState = typeof(FieStateMachineQueenChrysalisIdle); public override void updateState(ref T gameCharacter) { if (gameCharacter is FieQueenChrysalis && gameCharacter.groundState == FieObjectGroundState.Grounding) { gameCharacter.animationManager.SetAnimation(24, isLoop: false, isForceSet: true); _nextState = typeof(FieStateMachineQueenChrysalisIdle); _isEnd = true; } } public override void initialize(FieGameCharacter gameCharacter) { if (!(gameCharacter == null)) { gameCharacter.isEnableGravity = false; } } public override void terminate(FieGameCharacter gameCharacter) { base.terminate(gameCharacter); if (!(gameCharacter == null)) { gameCharacter.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(FieStateMachineAnyConsider)); return list; } } }