mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 22:27:58 +01:00
85 lines
1.8 KiB
C#
85 lines
1.8 KiB
C#
using Fie.Enemies.HoovesRaces.ChangelingAlpha;
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using Fie.Object;
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using UnityEngine;
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namespace Fie.AI
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{
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public class FieAITaskChangelingAlphaShout : FieAITaskBase
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{
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private enum ShoutState
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{
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PREPARE,
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CONCENTRATE,
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DO,
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DELAY
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}
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private const float SHOUT_TIME = 0.8f;
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private float timeCount;
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private ShoutState _state;
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private bool _isEndState;
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public override void Initialize(FieAITaskController manager)
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{
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timeCount = 0f;
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_state = ShoutState.PREPARE;
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_isEndState = false;
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if (manager.ownerCharacter != null)
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{
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manager.ownerCharacter.damageSystem.staggerEvent += healthSystem_staggerEvent;
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}
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}
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public override void Terminate(FieAITaskController manager)
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{
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if (manager.ownerCharacter != null)
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{
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manager.ownerCharacter.damageSystem.staggerEvent -= healthSystem_staggerEvent;
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}
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}
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private void healthSystem_staggerEvent(FieDamage damageObject)
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{
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nextStateWeightList[typeof(FieAITaskChangelingBackstep)] = 100;
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_isEndState = true;
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}
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public override bool Task(FieAITaskController manager)
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{
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timeCount += Time.deltaTime;
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if (_isEndState)
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{
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return true;
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}
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if (!(manager.ownerCharacter != null))
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{
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return true;
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}
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if (manager.ownerCharacter.detector.lockonTargetObject == null)
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{
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return true;
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}
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switch (_state)
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{
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case ShoutState.PREPARE:
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manager.ownerCharacter.RequestToChangeState<FieStateMachineChangelingAlphaShout>(manager.ownerCharacter.flipDirectionVector, 0f, FieGameCharacter.StateMachineType.Base);
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_state = ShoutState.CONCENTRATE;
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break;
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case ShoutState.CONCENTRATE:
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if (!(timeCount >= 0.8f))
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{
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break;
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}
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_state = ShoutState.DO;
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goto case ShoutState.DO;
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case ShoutState.DO:
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nextStateWeightList[typeof(FieAITaskChangelingAlphaCharge)] = 100;
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return true;
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}
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return false;
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}
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}
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}
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