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

67 lines
1.8 KiB
C#

using Fie.Object;
using Fie.Ponies;
using Fie.Ponies.RainbowDash;
using UnityEngine;
namespace Fie.AI
{
public class FieAITaskRainbowDashOmniSmash : FieAITaskBase
{
private bool _isAssigned;
private bool _isEnd;
public override void Initialize(FieAITaskController manager)
{
_isAssigned = false;
_isEnd = false;
manager.ownerCharacter.damageSystem.staggerEvent += healthSystem_staggerEvent;
}
public override void Terminate(FieAITaskController manager)
{
manager.ownerCharacter.damageSystem.staggerEvent -= healthSystem_staggerEvent;
}
private void healthSystem_staggerEvent(FieDamage damageObject)
{
nextStateWeightList[typeof(FieAITaskRainbowDashEnemyEvade)] = 100;
_isEnd = true;
}
public override bool Task(FieAITaskController manager)
{
if (_isEnd)
{
return true;
}
if (manager.ownerCharacter.detector.lockonTargetObject == null)
{
return true;
}
FieRainbowDash fieRainbowDash = manager.ownerCharacter as FieRainbowDash;
if (fieRainbowDash == null)
{
return true;
}
if (!_isAssigned)
{
if (fieRainbowDash.awesomeCount <= 0)
{
return true;
}
fieRainbowDash.RequestToChangeState<FieStateMachinePoniesAbilitySlot3>(Vector3.zero, 0f, FieGameCharacter.StateMachineType.Attack);
_isAssigned = true;
}
else
{
FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (!(currentStateMachine is FieStateMachineRainbowDashOmniSmash) && !(currentStateMachine is FieStateMachineRainbowDashOmniSmashFinish) && !(currentStateMachine is FieStateMachineRainbowDashOmniSmashLoop) && !(currentStateMachine is FieStateMachineRainbowDashOmniSmashStart))
{
return true;
}
}
return false;
}
}
}