mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 22:27:58 +01:00
63 lines
1.5 KiB
C#
63 lines
1.5 KiB
C#
using Fie.Object;
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using Fie.Ponies;
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using UnityEngine;
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namespace Fie.AI
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{
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public class FieAITaskRainbowDashMelee : FieAITaskBase
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{
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public const float MELEE_TIME_MAX = 1.5f;
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public const float MELEE_TIME_MIN = 0.5f;
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private bool _isEnd;
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private float _lifeCount;
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private float _meleeCount;
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public override void Initialize(FieAITaskController manager)
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{
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_isEnd = false;
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_lifeCount = 0f;
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_meleeCount = Random.Range(0.5f, 1.5f);
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manager.ownerCharacter.damageSystem.staggerEvent += healthSystem_staggerEvent;
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}
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public override void Terminate(FieAITaskController manager)
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{
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manager.ownerCharacter.damageSystem.staggerEvent -= healthSystem_staggerEvent;
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}
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private void healthSystem_staggerEvent(FieDamage damageObject)
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{
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nextStateWeightList[typeof(FieAITaskRainbowDashEvasion)] = 100;
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_isEnd = true;
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}
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public override bool Task(FieAITaskController manager)
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{
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if (_isEnd)
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{
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return true;
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}
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_lifeCount += Time.deltaTime;
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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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float num = Vector3.Distance(manager.ownerCharacter.transform.position, manager.ownerCharacter.detector.lockonTargetObject.position);
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if (num > 45f)
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{
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nextStateWeightList[typeof(FieAITaskPoniesOwnerTracking)] = 100;
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return true;
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}
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if (_lifeCount >= _meleeCount)
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{
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return true;
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}
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manager.ownerCharacter.RequestToChangeState<FieStateMachinePoniesBaseAttack>(Vector3.zero, 0f, FieGameCharacter.StateMachineType.Attack);
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return false;
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}
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}
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}
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