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

136 lines
3 KiB
C#

using Fie.Object;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Ponies.RainbowDash
{
public class FieStateMachineRainbowDashJump : FieStateMachineGameCharacterBase
{
private enum JumpState
{
JUMP_TAKEOFF_START,
JUMP_TAKEOFF_STANDBY,
JUMP_TAKEOFF_READY,
JUMP_TAKEOFF
}
private const float TAKEOFF_FORCE = 9f;
private const float TAKEOFF_PAST_TIME = 0.1f;
private const float FLYING_MOVE_FORCE_ROUND = 0.5f;
private const float MAX_FLYING_SPEED = 1f;
private const float FLYING_UPPER_FORCE_DURATION = 3f;
private const float LANDING_DELAY = 0.05f;
private const float JUMP_DELAY = 0.1f;
private JumpState _jumpState;
private float _takeoffTime;
private float _flyingTime;
private float _landingCount;
private bool _isSetLandingAnimation;
private bool _isEnd;
private Type _nextState = typeof(FieStateMachineCommonIdle);
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FieRainbowDash)
{
FieRainbowDash rainbowDash = gameCharacter as FieRainbowDash;
Vector3 a = rainbowDash.externalInputVector;
a.y = (a.z = 0f);
if (_jumpState == JumpState.JUMP_TAKEOFF_START)
{
if (rainbowDash.groundState == FieObjectGroundState.Flying)
{
_nextState = typeof(FieStateMachineRainbowDashFlying);
_isEnd = true;
}
else
{
TrackEntry trackEntry = rainbowDash.animationManager.SetAnimation(19);
_jumpState = JumpState.JUMP_TAKEOFF_STANDBY;
if (trackEntry != null)
{
trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
{
if (e.Data.name == "takeOff")
{
Vector3 vector = rainbowDash.externalInputVector;
vector += Vector3.up;
vector.x *= 0.1f;
vector.Normalize();
vector *= 9f;
rainbowDash.setMoveForce(vector, 0.1f);
_jumpState = JumpState.JUMP_TAKEOFF;
}
else if (e.Data.name == "finished")
{
_nextState = typeof(FieStateMachineRainbowDashFlying);
_isEnd = true;
}
};
trackEntry.Complete += delegate
{
_nextState = typeof(FieStateMachineRainbowDashFlying);
_isEnd = true;
};
}
a *= 0.5f;
}
}
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = true;
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.setGravityRate(1f);
gameCharacter.isEnableAutoFlip = 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(FieStateMachineRainbowDashEvasion));
return list;
}
public override float getDelay()
{
return 0.1f;
}
}
}