FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.RainbowDash/FieStateMachineRainbowDashBaseAttack2.cs

204 lines
5.5 KiB
C#

using Fie.Manager;
using Fie.Object;
using GameDataEditor;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Ponies.RainbowDash
{
public class FieStateMachineRainbowDashBaseAttack2 : 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;
private float _initializedDrag;
public override void initialize(FieGameCharacter gameCharacter)
{
FieRainbowDash fieRainbowDash = gameCharacter as FieRainbowDash;
if (!(fieRainbowDash == null))
{
autoFlipToEnemy(fieRainbowDash);
fieRainbowDash.Decloack();
fieRainbowDash.isEnableHeadTracking = false;
fieRainbowDash.isEnableAutoFlip = false;
fieRainbowDash.isEnableGravity = false;
fieRainbowDash.resetMoveForce();
Rigidbody component = fieRainbowDash.GetComponent<Rigidbody>();
if (component != null)
{
_initializedDrag = component.drag;
if (fieRainbowDash.healthStats.shield >= 0f)
{
component.drag = 5f;
}
}
GDESkillTreeData skill = fieRainbowDash.GetSkill(FieConstValues.FieSkill.LOYALTY_ATTACK_PASSIVE_LV4_SO_FAST_SO_COOL);
if (skill != null)
{
fieRainbowDash.baseTimeScale = skill.Value1;
}
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
FieRainbowDash fieRainbowDash = gameCharacter as FieRainbowDash;
if (!(fieRainbowDash == null))
{
fieRainbowDash.isEnableHeadTracking = true;
fieRainbowDash.isEnableGravity = true;
fieRainbowDash.isEnableAutoFlip = true;
fieRainbowDash.isEnableCollider = true;
fieRainbowDash.isEnableAutoFlip = true;
fieRainbowDash.isEnableHeadTracking = true;
fieRainbowDash.baseTimeScale = 1f;
Rigidbody component = fieRainbowDash.GetComponent<Rigidbody>();
if (component != null)
{
component.drag = _initializedDrag;
}
}
}
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FieRainbowDash)
{
_timeCount += Time.deltaTime;
FieRainbowDash rainbowDash = gameCharacter as FieRainbowDash;
rainbowDash.damageSystem.setRegenerateDelay(Mathf.Max(1.5f, rainbowDash.healthStats.regenerateDelay));
_nextState = ((rainbowDash.groundState != 0) ? typeof(FieStateMachineRainbowDashFlying) : typeof(FieStateMachineCommonIdle));
switch (_fireState)
{
case FireState.PUNCH_START:
{
TrackEntry trackEntry = rainbowDash.animationManager.SetAnimation(27, 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<FieEmitObjectRainbowDashBaseAttack2>(rainbowDash.leftFrontHoofTransform, rainbowDash.flipDirectionVector, null, rainbowDash);
break;
case 1:
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashBaseAttack2>(rainbowDash.rightFrontHoofTransform, rainbowDash.flipDirectionVector, null, rainbowDash);
break;
}
_punchCount++;
}
if (e.Data.Name == "move")
{
Vector3 a = rainbowDash.flipDirectionVector;
Transform lockonEnemyTransform = rainbowDash.detector.getLockonEnemyTransform(isCenter: true);
float num = 0.5f;
if (lockonEnemyTransform != null)
{
Vector3 vector = lockonEnemyTransform.position - rainbowDash.transform.position;
num = Mathf.Min(Vector3.Distance(lockonEnemyTransform.position, rainbowDash.transform.position) / 1f, 1f);
vector.Normalize();
a = vector;
}
Vector3 vector2 = a * (e.Float * num);
rainbowDash.resetMoveForce();
rainbowDash.setMoveForce(vector2, 0f, useRound: false);
rainbowDash.setFlipByVector(vector2);
}
if (e.Data.Name == "finished")
{
_isFinished = true;
}
if (e.Data.name == "cancellable")
{
_isCancellable = true;
}
};
_endTime = trackEntry.endTime;
}
else
{
_endTime = 0f;
}
_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(FieStateMachineRainbowDashBaseAttack3));
}
if (_isCancellable)
{
list.Add(typeof(FieStateMachineRainbowDashEvasion));
list.Add(typeof(FieStateMachineRainbowDashOmniSmashStart));
list.Add(typeof(FieStateMachineRainbowDashDoublePaybackPrepareMidAir));
list.Add(typeof(FieStateMachineRainbowDashDoublePaybackPrepareOnGround));
list.Add(typeof(FieStateMachineRainbowDashRainblowCloack));
}
return list;
}
public override float getDelay()
{
return 0.5f;
}
public override bool isFinished()
{
return _isFinished;
}
}
}