mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2025-02-17 10:54:22 +01:00
133 lines
3.9 KiB
C#
133 lines
3.9 KiB
C#
using Fie.Enemies.HoovesRaces;
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using Fie.Enemies.HoovesRaces.Changeling;
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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 FieAITaskChangelingMelee : FieAITaskBase
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{
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private enum MeleeState
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{
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STATE_PREPARE,
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STATE_MELEE
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}
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private const float HORMING_SEC_MAX = 2f;
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private const float HORMING_SEC_MIN = 1.5f;
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private const float SHOOT_THLESHOLD_HEIGHT = 1.5f;
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public const float VORTEX_DISTANCE = 2f;
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public const float ATTACK_DISTANCE = 2.5f;
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public float _hormingCount;
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public float _currentHormingCount;
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private bool _isFirstCheck = true;
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private bool _isEndState;
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private MeleeState _meleeState;
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public override void Initialize(FieAITaskController manager)
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{
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_currentHormingCount = 0f;
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_isFirstCheck = true;
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_isEndState = false;
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_meleeState = MeleeState.STATE_PREPARE;
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_hormingCount = Random.Range(1.5f, 2f);
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}
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public override bool Task(FieAITaskController manager)
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{
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_currentHormingCount += Time.deltaTime;
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if (manager.ownerCharacter.groundState != 0)
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{
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return true;
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}
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if (_currentHormingCount > _hormingCount)
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{
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nextStateWeightList[typeof(FieAITaskChangelingBackstep)] = 100;
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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 (_meleeState)
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{
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case MeleeState.STATE_PREPARE:
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{
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float num = Vector3.Distance(manager.ownerCharacter.transform.position, manager.ownerCharacter.detector.lockonTargetObject.transform.position);
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if (num > 2.5f)
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{
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Vector3 vector = manager.ownerCharacter.detector.lockonTargetObject.transform.position - manager.ownerCharacter.transform.position;
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vector.y = vector.z;
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vector.z = 0f;
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manager.ownerCharacter.RequestToChangeState<FieStateMachineEnemiesHoovesRacesMove>(vector.normalized, 1f, FieGameCharacter.StateMachineType.Base);
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Vector3 position = manager.ownerCharacter.detector.lockonTargetObject.transform.position;
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float y = position.y;
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Vector3 position2 = manager.ownerCharacter.position;
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if (Mathf.Abs(y - position2.y) > 1.5f && manager.getExecutedTaskInterval(typeof(FieAITaskChangelingShoot)) > 1f)
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{
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manager.ResetQueueTask();
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if (num < 2.5f)
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{
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manager.AddQueueTask<FieAITaskChangelingBackstep>();
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}
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manager.AddQueueTask<FieAITaskChangelingShoot>();
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_isEndState = true;
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return true;
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}
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}
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else if (num < 2f && _isFirstCheck)
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{
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Vector3 vector2 = manager.ownerCharacter.detector.lockonTargetObject.transform.position - manager.ownerCharacter.transform.position;
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vector2.y = vector2.z;
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vector2.z = 0f;
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manager.ownerCharacter.RequestToChangeState<FieStateMachineChangelingVortex>(vector2.normalized, 1f, FieGameCharacter.StateMachineType.Base);
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FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
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if (!(currentStateMachine is FieStateMachineChangelingVortex))
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{
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return true;
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}
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currentStateMachine.stateChangeEvent += delegate
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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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_meleeState = MeleeState.STATE_MELEE;
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}
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else
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{
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manager.ownerCharacter.RequestToChangeState<FieStateMachineChangelingMelee>(Vector3.zero, 1f, FieGameCharacter.StateMachineType.Base);
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FieStateMachineInterface currentStateMachine2 = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
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if (!(currentStateMachine2 is FieStateMachineChangelingMelee))
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{
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return true;
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}
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currentStateMachine2.stateChangeEvent += delegate
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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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_meleeState = MeleeState.STATE_MELEE;
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}
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_isFirstCheck = false;
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break;
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}
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case MeleeState.STATE_MELEE:
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if (_isEndState)
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{
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return true;
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}
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break;
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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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