FiE-Game/Assets/Scripts/Fie/Enemies/HoovesRaces/QueenChrysalis/FieStateMachineQueenChrysalisMeteorShowerPrepare.cs

159 lines
4.8 KiB
C#

using Fie.Manager;
using Fie.Object;
using GameDataEditor;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Enemies.HoovesRaces.QueenChrysalis
{
public class FieStateMachineQueenChrysalisMeteorShowerPrepare : FieStateMachineGameCharacterBase
{
private enum PreparingState
{
METEOR_SHOWER_PREPARE_START,
METEOR_SHOWER_PREPARE_END
}
public const float METEOR_SHOWER_AIR_DRAG = 500f;
private Type _nextState = typeof(FieStateMachineCommonIdle);
private PreparingState _fireState;
private bool _isEnd;
private bool _isFinished;
private FieEmitObjectQueenChrysalisMeteorShowerConcentration _concentrationObject;
private FieEmitObjectQueenChrysalisHornEffect _hornEffect;
private float _initializedDrag;
public override void updateState<T>(ref T gameCharacter)
{
FieQueenChrysalis chrysalis = gameCharacter as FieQueenChrysalis;
if (!(chrysalis == null))
{
switch (_fireState)
{
case PreparingState.METEOR_SHOWER_PREPARE_START:
{
chrysalis.SetDialog(100, FieMasterData<GDEWordScriptsListData>.I.GetMasterData(GDEItemKeys.WordScriptsList_E_THE_INSECT_QUEEN_USING_ABILITY_5));
TrackEntry trackEntry = chrysalis.animationManager.SetAnimation(26, isLoop: false, isForceSet: true);
_hornEffect = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisHornEffect>(chrysalis.hornTransform, Vector3.zero, null);
_concentrationObject = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisMeteorShowerConcentration>(chrysalis.concentrationTransform, chrysalis.flipDirectionVector);
chrysalis.emotionController.SetDefaultEmoteAnimationID(31);
chrysalis.emotionController.SetEmoteAnimation(31, isForceSet: true);
chrysalis._isEffectivePull = true;
if (trackEntry != null)
{
trackEntry.Complete += delegate
{
_nextState = typeof(FieStateMachineQueenChrysalisMeteorShowerAttacking);
_isEnd = true;
};
trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
{
if (e.Data.Name == "move")
{
Vector3 moveForce = Vector3.up * e.Float;
chrysalis.isEnableGravity = false;
chrysalis.resetMoveForce();
chrysalis.setMoveForce(moveForce, 0.5f);
}
if (e.Data.Name == "activate")
{
if (_concentrationObject != null)
{
_concentrationObject.StopEffect();
}
chrysalis.emotionController.SetDefaultEmoteAnimationID(30);
chrysalis.emotionController.SetEmoteAnimation(30, isForceSet: true);
chrysalis._isEffectivePull = false;
}
if (e.Data.Name == "fire")
{
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisCommonActivationEffect>(chrysalis.hornTransform, chrysalis.flipDirectionVector);
chrysalis.SetDialog(100, FieMasterData<GDEWordScriptsListData>.I.GetMasterData(GDEItemKeys.WordScriptsList_E_THE_INSECT_QUEEN_USING_ABILITY_1), FieMasterData<GDEWordScriptsListData>.I.GetMasterData(GDEItemKeys.WordScriptsList_E_THE_INSECT_QUEEN_USING_ABILITY_2));
}
};
}
else
{
_isEnd = true;
}
_fireState = PreparingState.METEOR_SHOWER_PREPARE_END;
break;
}
}
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = false;
gameCharacter.isEnableGravity = true;
gameCharacter.resetMoveForce();
autoFlipToEnemy(gameCharacter);
Rigidbody component = gameCharacter.GetComponent<Rigidbody>();
if (component != null)
{
_initializedDrag = component.drag;
component.drag = 500f;
}
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
FieQueenChrysalis fieQueenChrysalis = gameCharacter as FieQueenChrysalis;
if (!(fieQueenChrysalis == null))
{
fieQueenChrysalis.isEnableGravity = true;
fieQueenChrysalis.isEnableAutoFlip = true;
fieQueenChrysalis.resetMoveForce();
if (_concentrationObject != null)
{
_concentrationObject.StopEffect();
}
if ((bool)_hornEffect)
{
_hornEffect.Kill();
}
Rigidbody component = fieQueenChrysalis.GetComponent<Rigidbody>();
if (component != null)
{
component.drag = _initializedDrag;
}
fieQueenChrysalis.emotionController.SetDefaultEmoteAnimationID(30);
fieQueenChrysalis.emotionController.SetEmoteAnimation(30, isForceSet: true);
fieQueenChrysalis._isEffectivePull = false;
}
}
public override List<Type> getAllowedStateList()
{
return new List<Type>();
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return _nextState;
}
public override bool isFinished()
{
return _isFinished;
}
}
}