using Fie.Camera; using Fie.Manager; using Fie.Object; using Fie.Ponies; using Spine; using System; using System.Collections.Generic; using UnityEngine; using Event = Spine.Event; namespace Fie.Enemies.HoovesRaces.QueenChrysalis { public class FieStateMachineQueenChrysalisIgnitePrepare : FieStateMachineGameCharacterBase { private enum IgniteState { START, PREPARE, FINISHED } private const float HORMING_DISTANCE = 1f; private const float HORMING_DEFAULT_RATE = 0.5f; private bool _isEnd; private Type _nextState = typeof(FieStateMachineQueenChrysalisIdle); private IgniteState _state; private bool _succeedGrab; private FieEmitObjectQueenChrysalisHornEffect _hornEffect; private FieEmitObjectQueenChrysalisIgniteConcentration _concentrationEffect; public override void updateState(ref T gameCharacter) { FieQueenChrysalis chrysalis = gameCharacter as FieQueenChrysalis; if (chrysalis == null) { _isEnd = true; } else if (chrysalis.grabbingGameCharacter == null) { _nextState = typeof(FieStateMachineQueenChrysalisIgniteFailed); _isEnd = true; } else { switch (_state) { case IgniteState.START: { TrackEntry trackEntry = chrysalis.animationManager.SetAnimation(21, isLoop: false, isForceSet: true); _concentrationEffect = FieManagerBehaviour.I.EmitObject(chrysalis.hornTransform, chrysalis.flipDirectionVector); _hornEffect = FieManagerBehaviour.I.EmitObject(chrysalis.hornTransform, Vector3.zero, null); chrysalis._isEffectivePull = true; if (FieManagerBehaviour.I.gameCamera != null) { FieManagerBehaviour.I.gameCamera.setOffsetTransition(chrysalis.grabbingGameCharacter, new FieCameraOffset(new FieCameraOffset.FieCameraOffsetParam(new Vector3(0f, -0.5f, 2.2f), new Vector3(0f, 0f, 0f), -10f), 0.5f, 3.5f, 0.3f)); } if (trackEntry != null) { trackEntry.Event += delegate(TrackEntry state, Event trackIndex) { if (trackIndex.Data.Name == "activate") { FieManagerBehaviour.I.EmitObject(chrysalis.hornTransform, chrysalis.flipDirectionVector); if (_concentrationEffect != null) { _concentrationEffect.StopEffect(); } chrysalis._isEffectivePull = true; } }; trackEntry.Complete += delegate { FieStateMachinePoniesGrabbed fieStateMachinePoniesGrabbed = chrysalis.grabbingGameCharacter.getStateMachine().getCurrentStateMachine() as FieStateMachinePoniesGrabbed; if (fieStateMachinePoniesGrabbed != null) { FieEmitObjectQueenChrysalisIgniteBurst fieEmitObjectQueenChrysalisIgniteBurst = FieManagerBehaviour.I.EmitObject(chrysalis.hornTransform, chrysalis.flipDirectionVector, null, chrysalis); if (fieEmitObjectQueenChrysalisIgniteBurst != null) { fieEmitObjectQueenChrysalisIgniteBurst.AddDamageForGameCharacter(chrysalis.grabbingGameCharacter); } fieStateMachinePoniesGrabbed.SetReleaseState(isReleased: true); chrysalis.grabbingGameCharacter = null; _nextState = typeof(FieStateMachineQueenChrysalisIgniteSucceed); _isEnd = true; } }; _state = IgniteState.PREPARE; } else { _nextState = typeof(FieStateMachineQueenChrysalisIgniteFailed); _isEnd = true; } break; } } } } public override void initialize(FieGameCharacter gameCharacter) { if (!(gameCharacter == null)) { gameCharacter.isEnableGravity = true; gameCharacter.emotionController.StopAutoAnimation(); gameCharacter.isEnableAutoFlip = false; autoFlipToEnemy(gameCharacter); } } public override void terminate(FieGameCharacter gameCharacter) { base.terminate(gameCharacter); FieQueenChrysalis fieQueenChrysalis = gameCharacter as FieQueenChrysalis; if (!(fieQueenChrysalis == null)) { fieQueenChrysalis.isEnableGravity = true; fieQueenChrysalis.isEnableAutoFlip = false; fieQueenChrysalis._isEffectivePull = false; fieQueenChrysalis.emotionController.RestartAutoAnimation(); if (_hornEffect != null) { _hornEffect.Kill(); } if (_concentrationEffect != null) { _concentrationEffect.StopEffect(); } if (fieQueenChrysalis.grabbingGameCharacter != null) { (fieQueenChrysalis.grabbingGameCharacter.getStateMachine().getCurrentStateMachine() as FieStateMachinePoniesGrabbed)?.SetReleaseState(isReleased: 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; } } }