using Fie.Object; using Spine; using System; using System.Collections.Generic; using UnityEngine; namespace Fie.Ponies.Twilight { public class FieStateMachineTwilightFireSmall : FieStateMachineGameCharacterBase { private enum FireState { FIRE_START, FIRING } private FireState _fireState; private bool _isEnd; private float _endTime = 3.40282347E+38f; private float _timeCount; public override void updateState(ref T gameCharacter) { if (gameCharacter is FieTwilight) { _timeCount += Time.deltaTime; FieTwilight fieTwilight = gameCharacter as FieTwilight; switch (_fireState) { case FireState.FIRE_START: if (fieTwilight.groundState == FieObjectGroundState.Grounding) { int animationId = 23; TrackEntry trackEntry = fieTwilight.animationManager.SetAnimation(animationId, isLoop: false, isForceSet: true); if (trackEntry != null) { _endTime = trackEntry.AnimationTime; } } _fireState = FireState.FIRING; break; } if (_timeCount > _endTime) { _isEnd = true; } } } public override bool isEnd() { return _isEnd; } public override Type getNextState() { return typeof(FieStateMachineCommonIdle); } public override List getAllowedStateList() { List list = new List(); list.Add(typeof(FieStateMachineTwilightFlying)); list.Add(typeof(FieStateMachinePoniesGallop)); list.Add(typeof(FieStateMachinePoniesMove)); list.Add(typeof(FieStateMachineTwilightTeleportation)); return list; } } }