FiE-Game/Assets/Scripts/Fie/Enemies/HoovesRaces/Flightling/FieStateMachineFlightlingShoot.cs

90 lines
2 KiB
C#

using Fie.Manager;
using Fie.Object;
using Spine;
using System;
using System.Collections.Generic;
namespace Fie.Enemies.HoovesRaces.Flightling
{
public class FieStateMachineFlightlingShoot : FieStateMachineGameCharacterBase
{
private enum ShootState
{
STATE_PREPARE,
STATE_SHOOT
}
private ShootState _shootState;
private bool _isEnd;
public override void initialize(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = false;
gameCharacter.isEnableGravity = false;
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = true;
gameCharacter.isEnableGravity = true;
}
}
public override void updateState<T>(ref T gameCharacter)
{
FieFlightling flightling = gameCharacter as FieFlightling;
if (!(flightling == null))
{
if (flightling.detector.getLockonEnemyTransform() == null)
{
_isEnd = true;
}
else if (_shootState == ShootState.STATE_PREPARE)
{
TrackEntry trackEntry = flightling.animationManager.SetAnimationChain(13, 8, isLoop: true);
if (trackEntry != null)
{
autoFlipToEnemy(flightling);
trackEntry.Event += delegate(AnimationState state, int trackIndex, Event e)
{
if (e.Data.Name == "fire")
{
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectFlightlingShot>(flightling.hornTransform, flightling.flipDirectionVector, flightling.detector.getLockonEnemyTransform(isCenter: true), flightling);
}
};
trackEntry.Complete += delegate
{
_isEnd = true;
};
}
else
{
_isEnd = true;
}
_shootState = ShootState.STATE_SHOOT;
}
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachineCommonIdle);
}
public override List<Type> getAllowedStateList()
{
return new List<Type>();
}
}
}