mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 06:17:58 +01:00
107 lines
4.1 KiB
C#
107 lines
4.1 KiB
C#
using Fie.Object;
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using Fie.Object.Abilities;
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using Fie.UI;
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using GameDataEditor;
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using System;
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using System.Collections.Generic;
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namespace Fie.Ponies.RisingSun
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{
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[FiePrefabInfo("Prefabs/RisingSun/RisingSun")]
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public class FieRisingSun : FiePonies
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{
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private static List<Type> _ignoreAttackState = new List<Type>
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{
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typeof(FieStateMachineRisingSunTeleportation),
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typeof(FieStateMachinePoniesStagger),
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typeof(FieStateMachinePoniesStaggerFall),
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typeof(FieStateMachinePoniesDead),
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typeof(FieStateMachinePoniesRevive)
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};
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public const string SIGNATURE = "rising_sun";
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public static List<Type> ignoreAttackState => _ignoreAttackState;
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public override Type getDefaultAttackState()
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{
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return typeof(FieStateMachineRisingSunBaseShot);
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}
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public override Type getStormState()
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{
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return typeof(FieStateMachineRisingSunTeleportation);
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}
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protected new void Awake()
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{
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base.Awake();
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base.animationManager = new FieSkeletonAnimationController(base.skeletonUtility, new FieRisingSunAnimationContainer());
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_staggerCancelableStateList.Add(typeof(FieStateMachineRisingSunTeleportation));
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abstractStateList.Add(typeof(FieStateMachinePoniesJump), typeof(FieStateMachineRisingSunJump));
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abstractStateList.Add(typeof(FieStateMachinePoniesEvasion), typeof(FieStateMachineRisingSunTeleportation));
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abstractStateList.Add(typeof(FieStateMachinePoniesBaseAttack), typeof(FieStateMachineRisingSunBaseShot));
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base.abilitiesContainer.AssignAbility(FieAbilitiesSlot.SlotType.SLOT_1, new FieStateMachineRisingSunShinyArrow());
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base.abilitiesContainer.AssignAbility(FieAbilitiesSlot.SlotType.SLOT_2, new FieStateMachineRisingSunSummonArrow());
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base.abilitiesContainer.AssignAbility(FieAbilitiesSlot.SlotType.SLOT_3, new FieStateMachineRisingSunEmission());
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syncBindedAbilities();
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SetStateActivateCheckCallback<FieStateMachineRisingSunTeleportation>(TeleportationActivateCheck);
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PreAssignEmittableObject<FieEmitObjectRisingSunBaseShot>();
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PreAssignEmittableObject<FieEmitObjectRisingSunShinyArrow>();
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PreAssignEmittableObject<FieEmitObjectRisingSunSummonArrow>();
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PreAssignEmittableObject<FieEmitObjectRisingSunSummonArrowChild>();
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PreAssignEmittableObject<FieEmitObjectRisingSunForceField>();
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PreAssignEmittableObject<FieEmitObjectRisingSunForceFieldEmitEffect>();
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PreAssignEmittableObject<FieEmitObjectRisingSunForceFieldEntity>();
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PreAssignEmittableObject<FieEmitObjectRisingSunLaser>();
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PreAssignEmittableObject<FieEmitObjectRisingSunLaserChild>();
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PreAssignEmittableObject<FieEmitObjectRisingSunLaserDust>();
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PreAssignEmittableObject<FieEmitObjectRisingSunSpellEffect>();
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PreAssignEmittableObject<FieEmitObjectRisingSunHitEffectSmall>();
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PreAssignEmittableObject<FieEmitObjectRisingSunHitEffectMiddle>();
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PreAssignEmittableObject<FieEmitObjectRisingSunForceFieldReflectEffect>();
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base.detector.intoTheBattleEvent += Detector_intoTheBattleEvent;
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}
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private void Detector_intoTheBattleEvent(FieGameCharacter targetCharacter)
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{
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SetDialog(FieMasterData<GDEWordScriptTriggerTypeData>.I.GetMasterData(GDEItemKeys.WordScriptTriggerType_WS_TRIGGER_TYPE_ENEMY_DETECTED));
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}
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private bool TeleportationActivateCheck()
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{
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if (healthStats.shield <= 0f)
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{
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return false;
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}
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return true;
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}
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protected new void Start()
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{
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base.Start();
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getStateMachine(StateMachineType.Attack).setState(typeof(FieStateMachinePoniesAttackIdle), isForceSet: true);
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getStateMachine().setState(typeof(FieStateMachineCommonIdle), isForceSet: false);
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}
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public override string getDefaultName()
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{
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return FieLocalizeUtility.GetConstantText(GDEItemKeys.ConstantTextList_ELEMENT_NAME_PONICO_SIMPLE);
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}
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public override FieConstValues.FieGameCharacter getGameCharacterID()
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{
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return FieConstValues.FieGameCharacter.NONE;
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}
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public override KeyValuePair<Type, string> getAbilitiesIconInfo()
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{
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return new KeyValuePair<Type, string>(typeof(FieGameUIAbilitiesIconRisingSun), "Prefabs/UI/AbilitiesIcons/RisingSunAbilityIcon");
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}
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public override GDEGameCharacterTypeData getCharacterTypeData()
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{
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return FieMasterData<GDEGameCharacterTypeData>.I.GetMasterData(GDEItemKeys.GameCharacterType_MAGIC);
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}
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}
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}
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