FiE-Game/Assets/Scripts/Fie/Enemies/HoovesRaces/FieStateMachineEnemiesHoovesRacesMove.cs

92 lines
2.3 KiB
C#

using Fie.Object;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Enemies.HoovesRaces
{
public class FieStateMachineEnemiesHoovesRacesMove : FieStateMachineGameCharacterBase
{
private const float MOVE_THRESHOLD = 0.02f;
private const float WALK_FORCE_THRESHOLD = 0.3f;
private const float WALK_MOVESPEED_MAGNI = 0.5f;
private bool _isEnd;
private Type _nextState;
private float _physicalSinWave;
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FieEnemiesHoovesRaces)
{
Vector3 externalInputVector = gameCharacter.externalInputVector;
externalInputVector.z = externalInputVector.y * 0.5f;
externalInputVector.y = 0f;
float externalInputForce = gameCharacter.externalInputForce;
Vector3 velocity = gameCharacter.GetComponent<Rigidbody>().velocity;
float num = Math.Abs(velocity.x);
float num2 = num / 5f;
float num3 = gameCharacter.getDefaultMoveSpeed();
_physicalSinWave += 10f * Time.deltaTime;
if (num2 <= 0.02f)
{
_physicalSinWave = 0f;
}
else if (num2 <= 0.3f)
{
float timescale = Mathf.Min(Mathf.Max(num2 / 0.1f, 0.25f), 1.5f);
gameCharacter.animationManager.SetAnimation(1, isLoop: true);
gameCharacter.animationManager.SetAnimationTimescale(1, timescale);
if (externalInputForce < 0.6f)
{
num3 *= 0.5f;
}
}
else
{
float timescale2 = Mathf.Min(Mathf.Max(num2, 1f) / 0.5f, 1f);
gameCharacter.animationManager.SetAnimation(2, isLoop: true);
gameCharacter.animationManager.SetAnimationTimescale(2, timescale2);
}
gameCharacter.addMoveForce(externalInputVector * (num3 * gameCharacter.externalInputForce), 0.4f);
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = true;
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = false;
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return _nextState;
}
public override List<Type> getAllowedStateList()
{
List<Type> list = new List<Type>();
list.Add(typeof(FieStateMachineAnyConsider));
return list;
}
}
}