using Fie.Manager; using Fie.Object; using Fie.Utility; using System; using UnityEngine; namespace Fie.Ponies.Twilight { public class FieStateMachineTwilightBaseShotLevel2 : FieStateMachineGameCharacterBase { private const float BASE_ATTACK_DEFAULT_SHILED_COST = 0.05f; private const float BASE_SHOT_DELAY = 0.2f; private bool _isEnd; public override void updateState(ref T gameCharacter) { if (!_isEnd) { FieTwilight fieTwilight = gameCharacter as FieTwilight; if (!(fieTwilight == null)) { FieEmitObjectTwilightTwinkleArrow fieEmitObjectTwilightTwinkleArrow = FieManagerBehaviour.I.EmitObject(fieTwilight.hornTransform, fieTwilight.flipDirectionVector, fieTwilight.detector.getLockonEnemyTransform(isCenter: true), fieTwilight); if (fieEmitObjectTwilightTwinkleArrow != null) { fieEmitObjectTwilightTwinkleArrow.setAdditionalVelocity(fieTwilight.getNowMoveForce() * 0.05f); } FieManagerBehaviour.I.EmitObject(fieTwilight.hornTransform, Vector3.zero, null); Type type = fieTwilight.getStateMachine().nowStateType(); if ((type == typeof(FieStateMachineCommonIdle) || type == typeof(FieStateMachinePoniesIdle) || type == typeof(FieStateMachineTwilightFireSmall) || type == typeof(FieStateMachineTwilightTeleportationEndGround)) && fieTwilight.groundState == FieObjectGroundState.Grounding) { fieTwilight.getStateMachine().setState(typeof(FieStateMachineTwilightFireSmall), isForceSet: true, isDupulicate: true); fieTwilight.physicalForce.SetPhysicalForce(fieTwilight.flipDirectionVector * -1f + Vector3.up * FieRandom.Range(-0.2f, 0.2f), 3000f, 0.1f); } _isEnd = true; } } } public override float getDelay() { return 0.2f; } public override bool isEnd() { return _isEnd; } public override Type getNextState() { return typeof(FieStateMachineTwilightAttackIdle); } } }