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

78 lines
1.9 KiB
C#

using Fie.Enemies.HoovesRaces.QueenChrysalis;
using Fie.Object;
using System;
namespace Fie.AI
{
public class FieAITaskQueenChrysalisShot : FieAITaskBase
{
private enum ShotState
{
SHOOT,
SHOOTING,
DELAY
}
private const float CONCENTRATE_TIME = 2f;
private const float SHOOTING_DELAY = 1.25f;
private ShotState _state;
private bool _isEndState;
public override void Initialize(FieAITaskController manager)
{
_state = ShotState.SHOOT;
_isEndState = false;
}
public override bool Task(FieAITaskController manager)
{
if (_isEndState)
{
return true;
}
if (!(manager.ownerCharacter != null))
{
return true;
}
if (manager.ownerCharacter.detector.lockonTargetObject == null)
{
return true;
}
switch (_state)
{
case ShotState.SHOOT:
{
manager.ownerCharacter.RequestToChangeState<FieStateMachineQueenChrysalisHormingShot>(manager.ownerCharacter.flipDirectionVector, 0f, FieGameCharacter.StateMachineType.Base);
FieStateMachineInterface currentStateMachine2 = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (currentStateMachine2 is FieStateMachineQueenChrysalisHormingShot)
{
currentStateMachine2.stateChangeEvent += delegate(Type fromType, Type toType)
{
if (toType != typeof(FieStateMachineQueenChrysalisPenetrateShot))
{
nextStateWeightList[typeof(FieAITaskQueenChrysalisIdle)] = 100;
_isEndState = true;
}
};
}
_state = ShotState.SHOOTING;
break;
}
case ShotState.SHOOTING:
{
FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (!(currentStateMachine is FieStateMachineQueenChrysalisHormingShot) && !(currentStateMachine is FieStateMachineQueenChrysalisPenetrateShot))
{
nextStateWeightList[typeof(FieAITaskQueenChrysalisIdle)] = 100;
_isEndState = true;
}
break;
}
}
return false;
}
}
}