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

109 lines
2.4 KiB
C#

using Fie.Object;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Ponies.Twilight
{
public class FieStateMachineTwilightTeleportationEndAir : FieStateMachineGameCharacterBase
{
private enum TeleportationState
{
TELEPORTATION_START,
TELEPORTATION_END
}
private TeleportationState _teleportationState;
private bool _isEnd;
private bool _isFinished;
private Type _nextState;
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FieTwilight)
{
FieTwilight fieTwilight = gameCharacter as FieTwilight;
switch (_teleportationState)
{
case TeleportationState.TELEPORTATION_START:
{
TrackEntry trackEntry = fieTwilight.animationManager.SetAnimation(21, isLoop: false, isForceSet: true);
if (trackEntry != null)
{
trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
{
if (e.Data.Name == "finished")
{
_nextState = typeof(FieStateMachineTwilightFlying);
_isFinished = true;
}
};
trackEntry.End += delegate
{
_isEnd = true;
};
}
else
{
_isEnd = true;
}
Vector3 externalInputVector = fieTwilight.externalInputVector;
fieTwilight.setFlipByVector(externalInputVector);
_teleportationState = TeleportationState.TELEPORTATION_END;
break;
}
}
if (_isEnd)
{
if (fieTwilight.groundState == FieObjectGroundState.Grounding)
{
_nextState = typeof(FieStateMachineCommonIdle);
}
else
{
_nextState = typeof(FieStateMachineTwilightFlying);
}
}
else if (_isFinished && fieTwilight.externalInputForce > 0.5f && fieTwilight.groundState != 0)
{
_nextState = typeof(FieStateMachineTwilightFlying);
}
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
gameCharacter.isEnableGravity = false;
}
public override void terminate(FieGameCharacter gameCharacter)
{
gameCharacter.isEnableGravity = 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(FieStateMachineTwilightTeleportation));
list.Add(typeof(FieStateMachineTwilightFlying));
}
return list;
}
}
}