FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.Applejack/FieStateMachineApplejackFirePunch.cs

167 lines
4 KiB
C#

using Fie.Manager;
using Fie.Object;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Ponies.Applejack
{
public class FieStateMachineApplejackFirePunch : FieStateMachineGameCharacterBase
{
private enum FireState
{
PUNCH_START,
PUNCHING
}
private const float PUNCH_DELAY = 0.5f;
private const float PUNCH_HORMING_DISTANCE = 1f;
private const float PUNCH_HORMING_DEFAULT_RATE = 0.5f;
private Type _nextState = typeof(FieStateMachineCommonIdle);
private FireState _fireState;
private bool _isEnd;
private float _endTime = 3.40282347E+38f;
private float _timeCount;
private bool _isSetEndAnim;
private bool _isFinished;
private bool _isCancellable;
private int _punchCount;
public override void initialize(FieGameCharacter gameCharacter)
{
autoFlipToEnemy(gameCharacter);
gameCharacter.isEnableAutoFlip = false;
}
public override void terminate(FieGameCharacter gameCharacter)
{
gameCharacter.isEnableAutoFlip = true;
}
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FieApplejack)
{
_timeCount += Time.deltaTime;
FieApplejack applejack = gameCharacter as FieApplejack;
switch (_fireState)
{
case FireState.PUNCH_START:
if (applejack.groundState == FieObjectGroundState.Grounding)
{
TrackEntry trackEntry = applejack.animationManager.SetAnimation(22, isLoop: false, isForceSet: true);
if (trackEntry != null)
{
trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
{
if (e.Data.Name == "fire")
{
switch (_punchCount)
{
case 0:
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectApplejackPunch>(applejack.rightFrontHoofTransform, applejack.flipDirectionVector, null, applejack);
break;
case 1:
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectApplejackPunch>(applejack.leftFrontHoofTransform, applejack.flipDirectionVector, null, applejack);
break;
}
_punchCount++;
}
if (e.Data.Name == "move")
{
Vector3 a = applejack.flipDirectionVector;
Transform lockonEnemyTransform = applejack.detector.getLockonEnemyTransform();
float num = 0.5f;
if (lockonEnemyTransform != null)
{
Vector3 vector = lockonEnemyTransform.position - applejack.transform.position;
num = Mathf.Min(Mathf.Abs(vector.x) / 1f, 1f);
vector.Normalize();
a = vector;
a.y = 0f;
}
Vector3 vector2 = a * (e.Float * num);
applejack.resetMoveForce();
applejack.setMoveForce(vector2, 0f);
applejack.setFlipByVector(vector2);
}
if (e.Data.Name == "finished")
{
_isFinished = true;
}
if (e.Data.name == "cancellable")
{
_isCancellable = true;
}
};
_endTime = trackEntry.endTime;
}
else
{
_endTime = 0f;
}
}
else
{
_isEnd = true;
}
_fireState = FireState.PUNCHING;
break;
}
if (_timeCount > _endTime)
{
_isEnd = true;
}
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return _nextState;
}
public override List<Type> getAllowedStateList()
{
List<Type> list = new List<Type>();
if (_isFinished)
{
list.Add(typeof(FieStateMachineApplejackFireKick));
}
if (_isCancellable)
{
list.Add(typeof(FieStateMachineApplejackEvasion));
list.Add(typeof(FieStateMachineApplejackFireRope));
list.Add(typeof(FieStateMachineApplejackYeehawAction));
list.Add(typeof(FieStateMachineApplejackStompJump));
}
return list;
}
public override float getDelay()
{
return 0.5f;
}
public override bool isFinished()
{
return _isFinished;
}
}
}