mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 22:27:58 +01:00
159 lines
4.8 KiB
C#
159 lines
4.8 KiB
C#
using Fie.Manager;
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using Fie.Object;
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using GameDataEditor;
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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.QueenChrysalis
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{
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public class FieStateMachineQueenChrysalisMeteorShowerPrepare : FieStateMachineGameCharacterBase
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{
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private enum PreparingState
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{
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METEOR_SHOWER_PREPARE_START,
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METEOR_SHOWER_PREPARE_END
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}
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public const float METEOR_SHOWER_AIR_DRAG = 500f;
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private Type _nextState = typeof(FieStateMachineCommonIdle);
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private PreparingState _fireState;
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private bool _isEnd;
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private bool _isFinished;
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private FieEmitObjectQueenChrysalisMeteorShowerConcentration _concentrationObject;
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private FieEmitObjectQueenChrysalisHornEffect _hornEffect;
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private float _initializedDrag;
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public override void updateState<T>(ref T gameCharacter)
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{
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FieQueenChrysalis chrysalis = gameCharacter as FieQueenChrysalis;
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if (!(chrysalis == null))
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{
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switch (_fireState)
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{
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case PreparingState.METEOR_SHOWER_PREPARE_START:
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{
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chrysalis.SetDialog(100, FieMasterData<GDEWordScriptsListData>.I.GetMasterData(GDEItemKeys.WordScriptsList_E_THE_INSECT_QUEEN_USING_ABILITY_5));
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TrackEntry trackEntry = chrysalis.animationManager.SetAnimation(26, isLoop: false, isForceSet: true);
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_hornEffect = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisHornEffect>(chrysalis.hornTransform, Vector3.zero, null);
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_concentrationObject = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisMeteorShowerConcentration>(chrysalis.concentrationTransform, chrysalis.flipDirectionVector);
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chrysalis.emotionController.SetDefaultEmoteAnimationID(31);
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chrysalis.emotionController.SetEmoteAnimation(31, isForceSet: true);
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chrysalis._isEffectivePull = true;
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if (trackEntry != null)
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{
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trackEntry.Complete += delegate
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{
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_nextState = typeof(FieStateMachineQueenChrysalisMeteorShowerAttacking);
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_isEnd = true;
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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 = Vector3.up * e.Float;
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chrysalis.isEnableGravity = false;
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chrysalis.resetMoveForce();
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chrysalis.setMoveForce(moveForce, 0.5f);
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}
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if (e.Data.Name == "activate")
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{
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if (_concentrationObject != null)
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{
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_concentrationObject.StopEffect();
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}
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chrysalis.emotionController.SetDefaultEmoteAnimationID(30);
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chrysalis.emotionController.SetEmoteAnimation(30, isForceSet: true);
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chrysalis._isEffectivePull = false;
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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<FieEmitObjectQueenChrysalisCommonActivationEffect>(chrysalis.hornTransform, chrysalis.flipDirectionVector);
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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));
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}
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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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_fireState = PreparingState.METEOR_SHOWER_PREPARE_END;
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break;
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}
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}
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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 = false;
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gameCharacter.isEnableGravity = true;
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gameCharacter.resetMoveForce();
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autoFlipToEnemy(gameCharacter);
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Rigidbody component = gameCharacter.GetComponent<Rigidbody>();
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if (component != null)
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{
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_initializedDrag = component.drag;
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component.drag = 500f;
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}
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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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FieQueenChrysalis fieQueenChrysalis = gameCharacter as FieQueenChrysalis;
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if (!(fieQueenChrysalis == null))
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{
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fieQueenChrysalis.isEnableGravity = true;
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fieQueenChrysalis.isEnableAutoFlip = true;
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fieQueenChrysalis.resetMoveForce();
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if (_concentrationObject != null)
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{
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_concentrationObject.StopEffect();
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}
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if ((bool)_hornEffect)
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{
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_hornEffect.Kill();
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}
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Rigidbody component = fieQueenChrysalis.GetComponent<Rigidbody>();
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if (component != null)
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{
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component.drag = _initializedDrag;
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}
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fieQueenChrysalis.emotionController.SetDefaultEmoteAnimationID(30);
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fieQueenChrysalis.emotionController.SetEmoteAnimation(30, isForceSet: true);
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fieQueenChrysalis._isEffectivePull = false;
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}
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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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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 bool isFinished()
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{
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return _isFinished;
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}
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}
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}
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