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

68 lines
1.7 KiB
C#

using Fie.Enemies.HoovesRaces.QueenChrysalis;
using Fie.Object;
using UnityEngine;
namespace Fie.AI
{
public class FieAITaskQueenChrysalisIgnite : FieAITaskBase
{
private enum IgniteState
{
IGNITE,
IGNITE_ATTACKING,
DELAY
}
private const float CONCENTRATE_TIME = 2f;
private const float SHOOTING_DELAY = 1.25f;
private float timeCount;
private IgniteState _state;
private bool _isEndState;
public override void Initialize(FieAITaskController manager)
{
timeCount = 0f;
_state = IgniteState.IGNITE;
_isEndState = false;
}
public override bool Task(FieAITaskController manager)
{
timeCount += Time.deltaTime;
if (_isEndState)
{
return true;
}
if (!(manager.ownerCharacter != null))
{
return true;
}
if (manager.ownerCharacter.detector.lockonTargetObject == null)
{
return true;
}
switch (_state)
{
case IgniteState.IGNITE:
manager.ownerCharacter.RequestToChangeState<FieStateMachineQueenChrysalisIgniteStart>(manager.ownerCharacter.flipDirectionVector, 0f, FieGameCharacter.StateMachineType.Base);
_state = IgniteState.IGNITE_ATTACKING;
break;
case IgniteState.IGNITE_ATTACKING:
{
FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (!(currentStateMachine is FieStateMachineQueenChrysalisIgniteStart) && !(currentStateMachine is FieStateMachineQueenChrysalisIgnitePrepare) && !(currentStateMachine is FieStateMachineQueenChrysalisIgniteFailed) && !(currentStateMachine is FieStateMachineQueenChrysalisIgniteSucceed))
{
nextStateWeightList[typeof(FieAITaskQueenChrysalisIdle)] = 100;
_isEndState = true;
}
break;
}
}
return false;
}
}
}