FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.Twilight/FieStateMachineTwilightBaseShotLevel2.cs

56 lines
2 KiB
C#

using Fie.Manager;
using Fie.Object;
using Fie.Utility;
using System;
using UnityEngine;
namespace Fie.Ponies.Twilight
{
public class FieStateMachineTwilightBaseShotLevel2 : FieStateMachineGameCharacterBase
{
private const float BASE_ATTACK_DEFAULT_SHILED_COST = 0.05f;
private const float BASE_SHOT_DELAY = 0.2f;
private bool _isEnd;
public override void updateState<T>(ref T gameCharacter)
{
if (!_isEnd)
{
FieTwilight fieTwilight = gameCharacter as FieTwilight;
if (!(fieTwilight == null))
{
FieEmitObjectTwilightTwinkleArrow fieEmitObjectTwilightTwinkleArrow = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightTwinkleArrow>(fieTwilight.hornTransform, fieTwilight.flipDirectionVector, fieTwilight.detector.getLockonEnemyTransform(isCenter: true), fieTwilight);
if (fieEmitObjectTwilightTwinkleArrow != null)
{
fieEmitObjectTwilightTwinkleArrow.setAdditionalVelocity(fieTwilight.getNowMoveForce() * 0.05f);
}
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightSpellEffect>(fieTwilight.hornTransform, Vector3.zero, null);
Type type = fieTwilight.getStateMachine().nowStateType();
if ((type == typeof(FieStateMachineCommonIdle) || type == typeof(FieStateMachinePoniesIdle) || type == typeof(FieStateMachineTwilightFireSmall) || type == typeof(FieStateMachineTwilightTeleportationEndGround)) && fieTwilight.groundState == FieObjectGroundState.Grounding)
{
fieTwilight.getStateMachine().setState(typeof(FieStateMachineTwilightFireSmall), isForceSet: true, isDupulicate: true);
fieTwilight.physicalForce.SetPhysicalForce(fieTwilight.flipDirectionVector * -1f + Vector3.up * FieRandom.Range(-0.2f, 0.2f), 3000f, 0.1f);
}
_isEnd = true;
}
}
}
public override float getDelay()
{
return 0.2f;
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachineTwilightAttackIdle);
}
}
}