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

166 lines
4.4 KiB
C#

using Fie.Object;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Ponies.Applejack
{
public class FieStateMachineApplejackRopeActionAir : FieStateMachineGameCharacterBase
{
private enum FireState
{
ROPE_ACTION_START,
ROPE_ACTION_FLYING,
ROPE_ACTION_END
}
private const float ROPE_ACTION_FLYING_VELOCITY = 40f;
private const float ROPE_ACTION_END_DISTANCE = 1f;
private const float ROPE_ACTION_FINISH_FLYING_FORCE = 5f;
private Type _nextState = typeof(FieStateMachineCommonIdle);
private FireState _fireState;
private bool _isEnd;
private float _endTime = 3.40282347E+38f;
private float _timeCount;
private bool _isFinished;
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FieApplejack)
{
_timeCount += Time.deltaTime;
FieApplejack fieApplejack = gameCharacter as FieApplejack;
switch (_fireState)
{
case FireState.ROPE_ACTION_START:
fieApplejack.isEnableGravity = false;
fieApplejack.animationManager.SetAnimation(33, isLoop: false, isForceSet: true);
gameCharacter.isEnableAutoFlip = false;
fieApplejack.isEnableCollider = false;
_fireState = FireState.ROPE_ACTION_FLYING;
break;
case FireState.ROPE_ACTION_FLYING:
if (targetGameCharacterList.Count > 0)
{
if (targetGameCharacterList[0] == null)
{
_isEnd = true;
}
else
{
Transform transform = targetGameCharacterList[0].transform;
if (transform != null)
{
Vector3 a = transform.position - fieApplejack.transform.position;
float num = Vector3.Distance(transform.position, fieApplejack.transform.position);
a.Normalize();
fieApplejack.setFlipByVector(transform.position - fieApplejack.transform.position);
fieApplejack.addMoveForce(a * 40f, 0f, useRound: false);
fieApplejack.currentMovingVec += a * 40f;
if (num < 1f)
{
TrackEntry trackEntry = fieApplejack.animationManager.SetAnimation(34, isLoop: false, isForceSet: true);
if (trackEntry != null)
{
trackEntry.Complete += delegate
{
_nextState = typeof(FieStateMachinePoniesJump);
_isEnd = true;
};
}
fieApplejack.isEnableGravity = true;
Vector3 up = Vector3.up;
up += fieApplejack.flipDirectionVector * -0.1f;
up.Normalize();
up *= 5f;
fieApplejack.setGravityRate(1f);
fieApplejack.resetMoveForce();
fieApplejack.setMoveForce(up, 0f);
fieApplejack.currentMovingVec += up * 40f;
fieApplejack.isEnableCollider = true;
_isFinished = true;
_fireState = FireState.ROPE_ACTION_END;
}
}
else
{
_isEnd = true;
_fireState = FireState.ROPE_ACTION_END;
}
}
}
else
{
_isEnd = true;
_fireState = FireState.ROPE_ACTION_END;
}
break;
}
if (_timeCount > _endTime)
{
_isEnd = true;
}
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
FieApplejack fieApplejack = gameCharacter as FieApplejack;
if (!(fieApplejack == null))
{
fieApplejack.isEnableAutoFlip = false;
fieApplejack.isEnableHeadTracking = false;
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
FieApplejack fieApplejack = gameCharacter as FieApplejack;
if (!(fieApplejack == null))
{
fieApplejack.abilitiesContainer.SetCooldown<FieStateMachineApplejackRope>(3f);
fieApplejack.isEnableAutoFlip = true;
fieApplejack.emotionController.RestoreEmotionFromDefaultData();
fieApplejack.isEnableCollider = true;
fieApplejack.setGravityRate(1f);
fieApplejack.isEnableGravity = true;
fieApplejack.isEnableHeadTracking = true;
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return _nextState;
}
public override List<Type> getAllowedStateList()
{
List<Type> list = new List<Type>();
list.Add(typeof(FieStateMachineApplejackFlying));
list.Add(typeof(FieStateMachineApplejackFireAir));
list.Add(typeof(FieStateMachineApplejackFireAirDouble));
list.Add(typeof(FieStateMachineApplejackYeehawActionMidAir));
list.Add(typeof(FieStateMachineApplejackStompAction));
return list;
}
public override bool isFinished()
{
return _isFinished;
}
}
}