mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 15:27:59 +01:00
68 lines
2.2 KiB
C#
68 lines
2.2 KiB
C#
using Fie.Manager;
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using Fie.Object;
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using GameDataEditor;
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using System;
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using UnityEngine;
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namespace Fie.Ponies.RainbowDash
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{
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public class FieStateMachineRainbowDashEvasion : FieStateMachineGameCharacterBase
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{
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private const float EVASION_SHIELD_REGEN_DELAY = 1.5f;
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private const float EVASION_DEFAULT_SHILED_COST = 0.03f;
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private Type _nextState;
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private bool _isEnd;
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public override void updateState<T>(ref T gameCharacter)
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{
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if (!_isEnd && gameCharacter is FieRainbowDash)
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{
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FieRainbowDash fieRainbowDash = gameCharacter as FieRainbowDash;
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float num = Vector3.Dot(fieRainbowDash.externalInputVector.normalized, Vector3.up);
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float num2 = Vector3.Dot(fieRainbowDash.externalInputVector.normalized, fieRainbowDash.flipDirectionVector);
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if (fieRainbowDash.externalInputForce > 0.25f)
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{
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if (num > 0.7f)
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{
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_nextState = typeof(FieStateMachineRainbowDashEvasionUp);
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}
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else if (num <= -0.7f && fieRainbowDash.groundState == FieObjectGroundState.Flying)
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{
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_nextState = typeof(FieStateMachineRainbowDashEvasionDown);
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}
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else if (num2 > 0.7f)
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{
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_nextState = typeof(FieStateMachineRainbowDashEvasionFront);
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}
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}
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if (_nextState == null)
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{
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_nextState = typeof(FieStateMachineRainbowDashEvasionBack);
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}
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fieRainbowDash.damageSystem.calcShieldDirect((0f - fieRainbowDash.healthStats.maxShield) * 0.03f);
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fieRainbowDash.damageSystem.setRegenerateDelay(Mathf.Max(1.5f, fieRainbowDash.healthStats.regenerateDelay));
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fieRainbowDash.SetDialog(FieMasterData<GDEWordScriptTriggerTypeData>.I.GetMasterData(GDEItemKeys.WordScriptTriggerType_WS_TRIGGER_TYPE_EVADED), 25);
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FieManagerBehaviour<FieActivityManager>.I.RequestLobbyOnlyActivity(gameCharacter, FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_LOYALTY_EVADE), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_LOYALTY_EVADE));
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_isEnd = true;
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}
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}
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public override bool isEnd()
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{
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return _isEnd;
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}
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public override Type getNextState()
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{
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return _nextState;
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}
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public override bool isNotNetworkSync()
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{
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return true;
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}
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}
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}
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