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

54 lines
1.4 KiB
C#

using Fie.Enemies.HoovesRaces.QueenChrysalis;
using Fie.Object;
namespace Fie.AI
{
public class FieAITaskQueenChrysalisDoubleSlash : FieAITaskBase
{
private enum MeleeState
{
STATE_PREPARE,
STATE_MELEE
}
private bool _isEndState;
private MeleeState _meleeState;
public override void Initialize(FieAITaskController manager)
{
_isEndState = true;
_meleeState = MeleeState.STATE_PREPARE;
}
public override bool Task(FieAITaskController manager)
{
if (!(manager.ownerCharacter.detector.lockonTargetObject != null))
{
return true;
}
switch (_meleeState)
{
case MeleeState.STATE_PREPARE:
{
manager.ownerCharacter.RequestToChangeState<FieStateMachineQueenChrysalisDoubleSlash>(manager.ownerCharacter.flipDirectionVector, 1f, FieGameCharacter.StateMachineType.Base);
FieStateMachineInterface currentStateMachine2 = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
_meleeState = MeleeState.STATE_MELEE;
break;
}
case MeleeState.STATE_MELEE:
{
FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (!(currentStateMachine is FieStateMachineQueenChrysalisDoubleSlash))
{
nextStateWeightList[typeof(FieAITaskQueenChrysalisIdle)] = 100;
_isEndState = true;
return true;
}
break;
}
}
return false;
}
}
}