FiE-Game/Assets/Scripts/Fie/AI/FieAITaskApplejackYeehaw.cs

58 lines
1.4 KiB
C#

using Fie.Object;
using Fie.Ponies;
using Fie.Ponies.Applejack;
using UnityEngine;
namespace Fie.AI
{
public class FieAITaskApplejackYeehaw : FieAITaskBase
{
private bool _isAssigned;
private bool _isEnd;
public override void Initialize(FieAITaskController manager)
{
_isAssigned = false;
_isEnd = false;
manager.ownerCharacter.damageSystem.staggerEvent += healthSystem_staggerEvent;
}
public override void Terminate(FieAITaskController manager)
{
manager.ownerCharacter.damageSystem.staggerEvent -= healthSystem_staggerEvent;
}
private void healthSystem_staggerEvent(FieDamage damageObject)
{
nextStateWeightList[typeof(FieAITaskApplejackBackstep)] = 100;
_isEnd = true;
}
public override bool Task(FieAITaskController manager)
{
if (_isEnd)
{
return true;
}
if (manager.ownerCharacter.detector.lockonTargetObject == null)
{
return true;
}
if (!_isAssigned)
{
manager.ownerCharacter.RequestToChangeState<FieStateMachinePoniesAbilitySlot2>(Vector3.zero, 0f, FieGameCharacter.StateMachineType.Attack);
FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (currentStateMachine is FieStateMachineApplejackYeehawAction)
{
currentStateMachine.stateChangeEvent += delegate
{
_isEnd = true;
};
_isAssigned = true;
}
}
return false;
}
}
}