using Fie.Enemies.HoovesRaces.QueenChrysalis; using Fie.Object; namespace Fie.AI { public class FieAITaskQueenChrysalisAirRaid : FieAITaskBase { private enum AirRaidState { START, ATTACKING } private const float CONCENTRATE_TIME = 2f; private const float SHOOTING_DELAY = 1.25f; private AirRaidState _state; private bool _isEndState; public override void Initialize(FieAITaskController manager) { _isEndState = false; _state = AirRaidState.START; } public override bool Task(FieAITaskController manager) { if (_isEndState) { return true; } if (!(manager.ownerCharacter != null)) { return true; } if (manager.ownerCharacter.detector.lockonTargetObject == null) { return true; } switch (_state) { case AirRaidState.START: manager.ownerCharacter.RequestToChangeState(manager.ownerCharacter.flipDirectionVector, 0f, FieGameCharacter.StateMachineType.Base); _state = AirRaidState.ATTACKING; break; case AirRaidState.ATTACKING: { FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine(); if (!(currentStateMachine is FieStateMachineQueenChrysalisAirRiadPrepare) && !(currentStateMachine is FieStateMachineQueenChrysalisAirRiadAttacking) && !(currentStateMachine is FieStateMachineQueenChrysalisAirRaidFinished)) { nextStateWeightList[typeof(FieAITaskQueenChrysalisIdle)] = 100; _isEndState = true; } break; } } return false; } } }