using Fie.Object;
using Fie.Ponies.Twilight;
using UnityEngine;
namespace Fie.AI {
///
/// Summons a magic bold
///
public class FieAITaskTwilightSummonArrow : FieAITaskTwilightBase {
private bool _isEnd;
public override void Initialize(FieAITaskController manager) {
_isEnd = false;
manager.ownerCharacter.damageSystem.staggerEvent += healthSystem_staggerEvent;
manager.ownerCharacter.damageSystem.damagedEvent += HealthSystem_damagedEvent;
}
public override void Terminate(FieAITaskController manager) {
manager.ownerCharacter.damageSystem.staggerEvent -= healthSystem_staggerEvent;
manager.ownerCharacter.damageSystem.damagedEvent -= HealthSystem_damagedEvent;
}
private void HealthSystem_damagedEvent(FieGameCharacter attacker, FieDamage damage) {
nextStateWeightList[typeof(FieAITaskTwilightEnemyEvade)] = 100;
_isEnd = true;
}
private void healthSystem_staggerEvent(FieDamage damageObject) {
nextStateWeightList[typeof(FieAITaskTwilightEnemyEvade)] = 100;
_isEnd = true;
}
public override bool Task(FieAITaskController manager) {
if (!_isEnd && manager.ownerCharacter.detector.lockonTargetObject != null) {
manager.ownerCharacter.RequestToChangeState(Vector3.zero, 0, FieGameCharacter.StateMachineType.Attack);
}
return true;
}
}
}