mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 07:47:59 +01:00
104 lines
2.4 KiB
C#
104 lines
2.4 KiB
C#
using Fie.Object;
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using Spine;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fie.Enemies.HoovesRaces.Changeling
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{
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public class FieStateMachineChangelingBackstep : FieStateMachineGameCharacterBase
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{
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private enum StepState
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{
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STEP_START,
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STEPPING
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}
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private StepState _stepState;
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private bool _isEnd;
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public override void initialize(FieGameCharacter gameCharacter)
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{
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FieChangeling fieChangeling = gameCharacter as FieChangeling;
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if (!(fieChangeling == null))
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{
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autoFlipToEnemy(fieChangeling);
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fieChangeling.isEnableAutoFlip = false;
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}
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}
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public override void terminate(FieGameCharacter gameCharacter)
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{
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if (!(gameCharacter == null))
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{
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gameCharacter.isEnableAutoFlip = true;
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gameCharacter.isEnableCollider = true;
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gameCharacter.damageSystem.isEnableStaggerImmunity = false;
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}
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}
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public override void updateState<T>(ref T gameCharacter)
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{
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if (gameCharacter is FieChangeling)
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{
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FieChangeling changeling = gameCharacter as FieChangeling;
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if (_stepState == StepState.STEP_START)
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{
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if (changeling.groundState == FieObjectGroundState.Grounding)
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{
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TrackEntry trackEntry = changeling.animationManager.SetAnimation(changeling.getBackStepAnimationID(), isLoop: false, isForceSet: true);
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if (trackEntry != null)
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{
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trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
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{
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if (e.Data.Name == "move")
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{
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Vector3 moveForce = changeling.flipDirectionVector * e.Float;
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changeling.setMoveForce(moveForce, 0f, useRound: false);
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}
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if (e.Data.Name == "finished")
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{
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_isEnd = true;
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}
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if (e.Data.Name == "immunity")
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{
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changeling.isEnableCollider = (e.Int < 1);
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changeling.damageSystem.isEnableStaggerImmunity = (e.Int >= 1);
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}
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};
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trackEntry.Complete += delegate
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{
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_isEnd = true;
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};
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}
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else
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{
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_isEnd = true;
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}
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}
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else
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{
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_isEnd = true;
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}
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_stepState = StepState.STEPPING;
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}
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}
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}
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public override bool isEnd()
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{
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return _isEnd;
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}
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public override Type getNextState()
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{
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return typeof(FieStateMachineCommonIdle);
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}
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public override List<Type> getAllowedStateList()
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{
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return new List<Type>();
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}
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}
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}
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