mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 14:17:59 +01:00
80 lines
2.2 KiB
C#
80 lines
2.2 KiB
C#
using Fie.Manager;
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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.ChangelingAlpha
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{
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public class FieStateMachineChangelingAlphaCharge : FieStateMachineGameCharacterBase
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{
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private const float MOVE_THRESHOLD = 0.02f;
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private const float WALK_FORCE_THRESHOLD = 0.3f;
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private const float WALK_MOVESPEED_MAGNI = 0.25f;
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private bool _isEnd;
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private Type _nextState;
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public override void updateState<T>(ref T gameCharacter)
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{
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FieChangelingAlpha changelingAlpha = gameCharacter as FieChangelingAlpha;
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if ((object)changelingAlpha != null)
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{
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Vector3 externalInputVector = changelingAlpha.externalInputVector;
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externalInputVector.z = externalInputVector.y * 0.5f;
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externalInputVector.y = 0f;
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float defaultMoveSpeed = changelingAlpha.getDefaultMoveSpeed();
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TrackEntry trackEntry = changelingAlpha.animationManager.SetAnimation(13, isLoop: 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 == "fire")
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{
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectChangelingAlphaChargeEffect>(changelingAlpha.centerTransform, changelingAlpha.flipDirectionVector);
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectChangelingAlphaCharge>(changelingAlpha.centerTransform, changelingAlpha.flipDirectionVector, null, changelingAlpha);
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}
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};
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}
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changelingAlpha.addMoveForce(externalInputVector * (defaultMoveSpeed * changelingAlpha.externalInputForce), 0.4f);
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}
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}
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public override void initialize(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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}
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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 = false;
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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 _nextState;
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}
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public override List<Type> getAllowedStateList()
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{
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List<Type> list = new List<Type>();
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list.Add(typeof(FieStateMachineAnyConsider));
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return list;
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}
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}
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}
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