using Fie.Manager; using Fie.Object; using Fie.Utility; using GameDataEditor; using System; using UnityEngine; namespace Fie.Ponies.Twilight { [FieAbilityID(FieConstValues.FieAbility.MAGIC_BUBBLE)] public class FieStateMachineTwilightForceField : FieStateMachineAbilityBase { private const string FORCE_FIELD_SIGNATURE = "magic_bubble"; private const float FORCE_FIELD_DELAY = 0.3f; private const float FORCE_FIELD_DEFAULT_COOLDOWN = 60f; private bool _isEnd; public override void updateState(ref T gameCharacter) { if (!_isEnd && gameCharacter is FieTwilight) { FieTwilight fieTwilight = gameCharacter as FieTwilight; if (!FieTwilight.ignoreAttackState.Contains(fieTwilight.getStateMachine().nowStateType())) { Vector3 vector = (fieTwilight.flipState != 0) ? Vector3.right : Vector3.left; if (fieTwilight.getStateMachine().nowStateType() == typeof(FieStateMachineCommonIdle) || fieTwilight.getStateMachine().nowStateType() == typeof(FieStateMachinePoniesIdle) || fieTwilight.getStateMachine().nowStateType() == typeof(FieStateMachineTwilightFireSmall)) { if (fieTwilight.groundState == FieObjectGroundState.Grounding) { fieTwilight.getStateMachine().setState(typeof(FieStateMachineTwilightFireSmall), isForceSet: true, isDupulicate: true); } fieTwilight.physicalForce.SetPhysicalForce(vector * -1f + Vector3.up * FieRandom.Range(-0.2f, 0.2f), 5000f, 0.1f); } FieManagerBehaviour.I.EmitObject(fieTwilight.hornTransform, vector, null, fieTwilight); FieManagerBehaviour.I.EmitObject(fieTwilight.hornTransform, Vector3.zero, null); fieTwilight.SetDialog(100, FieMasterData.I.GetMasterData(GDEItemKeys.WordScriptsList_P_MAGIC_ABILITY_MAGIC_BUBBLE_1), FieMasterData.I.GetMasterData(GDEItemKeys.WordScriptsList_P_MAGIC_ABILITY_MAGIC_BUBBLE_2)); FieManagerBehaviour.I.RequestLobbyOnlyActivity(gameCharacter, FieMasterData.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_MAGIC_ABILITY_3), FieMasterData.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_MAGIC_ABILITY_3)); float cooldown = 60f; fieTwilight.abilitiesContainer.SetCooldown(cooldown); _isEnd = true; } } } public override float getDelay() { return 0.3f; } public override string getSignature() { return "magic_bubble"; } public override void initialize(FieGameCharacter gameCharacter) { defaultCoolDown = 60f; } public override bool isEnd() { return _isEnd; } public override Type getNextState() { return typeof(FieStateMachinePoniesAttackIdle); } public override FieAbilityActivationType getActivationType() { return FieAbilityActivationType.COOLDOWN; } } }