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

124 lines
3.6 KiB
C#

using Fie.Enemies.HoovesRaces.ChangelingAlpha;
using Fie.Object;
using UnityEngine;
namespace Fie.AI
{
public class FieAITaskChangelingAlphaCharge : FieAITaskBase
{
private enum MeleeState
{
STATE_PREPARE,
STATE_MELEE
}
private const float HORMING_SEC_MAX = 2f;
private const float HORMING_SEC_MIN = 1.5f;
private const float ATTACK_DISTANCE = 2.75f;
public float _currentHormingCount;
private bool _isFirstCheck = true;
private bool _isEndState;
private MeleeState _meleeState;
public override void Initialize(FieAITaskController manager)
{
_currentHormingCount = 0f;
_isFirstCheck = true;
_isEndState = false;
_meleeState = MeleeState.STATE_PREPARE;
if (manager.ownerCharacter != null)
{
manager.ownerCharacter.damageSystem.staggerEvent += healthSystem_staggerEvent;
}
}
public override void Terminate(FieAITaskController manager)
{
if (manager.ownerCharacter != null)
{
manager.ownerCharacter.damageSystem.staggerEvent -= healthSystem_staggerEvent;
}
}
private void healthSystem_staggerEvent(FieDamage damageObject)
{
nextStateWeightList[typeof(FieAITaskChangelingBackstep)] = 100;
_isEndState = true;
}
public override bool Task(FieAITaskController manager)
{
if (_isEndState)
{
return true;
}
_currentHormingCount += Time.deltaTime;
if (!(manager.ownerCharacter.detector.lockonTargetObject != null))
{
return true;
}
switch (_meleeState)
{
case MeleeState.STATE_PREPARE:
{
float num = Vector3.Distance(manager.ownerCharacter.transform.position, manager.ownerCharacter.detector.lockonTargetObject.transform.position);
if (num > 2.75f)
{
Vector3 vector = manager.ownerCharacter.detector.lockonTargetObject.transform.position - manager.ownerCharacter.transform.position;
vector.y = vector.z;
vector.z = 0f;
manager.ownerCharacter.RequestToChangeState<FieStateMachineChangelingAlphaCharge>(vector.normalized, 1f, FieGameCharacter.StateMachineType.Base);
}
else if (_isFirstCheck)
{
Vector3 vector2 = manager.ownerCharacter.detector.lockonTargetObject.transform.position - manager.ownerCharacter.transform.position;
vector2.y = vector2.z;
vector2.z = 0f;
manager.ownerCharacter.RequestToChangeState<FieStateMachineChangelingAlphaZeroDistanceCharge>(vector2.normalized, 1f, FieGameCharacter.StateMachineType.Base);
FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (!(currentStateMachine is FieStateMachineChangelingAlphaZeroDistanceCharge))
{
return true;
}
currentStateMachine.stateChangeEvent += delegate
{
nextStateWeightList[typeof(FieAITaskChangelingBackstep)] = 100;
_isEndState = true;
};
_meleeState = MeleeState.STATE_MELEE;
}
else
{
manager.ownerCharacter.RequestToChangeState<FieStateMachineChangelingAlphaChargeFinish>(Vector3.zero, 1f, FieGameCharacter.StateMachineType.Base);
FieStateMachineInterface currentStateMachine2 = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (!(currentStateMachine2 is FieStateMachineChangelingAlphaChargeFinish))
{
return true;
}
currentStateMachine2.stateChangeEvent += delegate
{
nextStateWeightList[typeof(FieAITaskChangelingBackstep)] = 100;
_isEndState = true;
};
_meleeState = MeleeState.STATE_MELEE;
}
_isFirstCheck = false;
break;
}
case MeleeState.STATE_MELEE:
if (_isEndState)
{
return true;
}
break;
}
return false;
}
}
}