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

64 lines
1.6 KiB
C#

using Fie.Object;
using Fie.Ponies.RainbowDash;
using UnityEngine;
namespace Fie.AI
{
public class FieAITaskRainbowDashEvasion : FieAITaskBase
{
private enum StepState
{
STATE_PREPARE,
STATE_STEP
}
private const float ATTACK_DISTANCE = 15f;
private bool _isEndState;
private StepState _stepState;
public override void Initialize(FieAITaskController manager)
{
_isEndState = false;
_stepState = StepState.STATE_PREPARE;
}
public override bool Task(FieAITaskController manager)
{
if (manager.ownerCharacter.groundState != 0)
{
return true;
}
switch (_stepState)
{
case StepState.STATE_PREPARE:
{
Vector3 directionalVec = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f));
manager.ownerCharacter.RequestToChangeState<FieStateMachineRainbowDashEvasion>(directionalVec, 1f, FieGameCharacter.StateMachineType.Base);
FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (currentStateMachine is FieStateMachineRainbowDashEvasion || currentStateMachine is FieStateMachineRainbowDashEvasionBack || currentStateMachine is FieStateMachineRainbowDashEvasionFront || currentStateMachine is FieStateMachineRainbowDashEvasionUp || currentStateMachine is FieStateMachineRainbowDashEvasionDown)
{
currentStateMachine.stateChangeEvent += delegate
{
_isEndState = true;
};
_stepState = StepState.STATE_STEP;
}
else
{
_isEndState = true;
}
break;
}
case StepState.STATE_STEP:
if (_isEndState)
{
return true;
}
break;
}
return false;
}
}
}