FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.Applejack/FieStateMachineApplejackYeehawAction.cs

140 lines
3.8 KiB
C#

using Fie.Manager;
using Fie.Object;
using GameDataEditor;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Ponies.Applejack
{
public class FieStateMachineApplejackYeehawAction : FieStateMachineGameCharacterBase
{
private enum FireState
{
YEEHAW_ACTION_START,
YEEHAW_ACTION_END
}
private Type _nextState = typeof(FieStateMachineCommonIdle);
private FireState _fireState;
private bool _isEnd;
private float _endTime = 3.40282347E+38f;
private float _timeCount;
private bool _isFinished;
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FieApplejack)
{
_timeCount += Time.deltaTime;
FieApplejack applejack = gameCharacter as FieApplejack;
switch (_fireState)
{
case FireState.YEEHAW_ACTION_START:
{
TrackEntry trackEntry = applejack.animationManager.SetAnimation(37, isLoop: false, isForceSet: true);
applejack.emotionController.SetEmoteAnimation(43, isForceSet: true);
if (trackEntry != null)
{
trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
{
if (e.Data.Name == "finished")
{
_isFinished = true;
applejack.emotionController.RestoreEmotionFromDefaultData();
}
};
trackEntry.Complete += delegate
{
applejack.animationManager.SetAnimation(0, isLoop: true);
_nextState = typeof(FieStateMachineCommonIdle);
_isEnd = true;
};
GDESkillTreeData skill = applejack.GetSkill(FieConstValues.FieSkill.HONESTY_YEEHAW_LV3_2);
if (skill != null)
{
applejack.isEnableCollider = false;
}
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectApplejackYeehaw>(applejack.mouthTransform, Vector3.zero, null, applejack);
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectApplejackYeehawReflect>(applejack.centerTransform, Vector3.zero, null, applejack);
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectApplejackYeehawRegen>(applejack.centerTransform, Vector3.zero, null, applejack);
FieManagerBehaviour<FieGameCameraManager>.I.setWiggler(1f, 10, Vector3.one * 0.2f);
}
else
{
_isEnd = true;
}
float num = 0.2f;
GDESkillTreeData skill2 = applejack.GetSkill(FieConstValues.FieSkill.HONESTY_YEEHAW_LV2_2);
if (skill2 != null)
{
num += skill2.Value1;
}
applejack.damageSystem.Regen((applejack.healthStats.maxHitPoint + applejack.healthStats.maxShield) * num);
_fireState = FireState.YEEHAW_ACTION_END;
break;
}
}
if (_timeCount > _endTime)
{
_isEnd = true;
}
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
FieApplejack fieApplejack = gameCharacter as FieApplejack;
if (!(fieApplejack == null))
{
autoFlipToEnemy(fieApplejack);
fieApplejack.isEnableAutoFlip = false;
fieApplejack.isEnableHeadTracking = false;
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
FieApplejack fieApplejack = gameCharacter as FieApplejack;
if (!(fieApplejack == null))
{
fieApplejack.emotionController.RestoreEmotionFromDefaultData();
fieApplejack.isEnableCollider = true;
fieApplejack.isEnableAutoFlip = true;
fieApplejack.isEnableHeadTracking = true;
}
}
public override List<Type> getAllowedStateList()
{
List<Type> list = new List<Type>();
if (_isFinished)
{
list.Add(typeof(FieStateMachineApplejackFirePunch));
list.Add(typeof(FieStateMachineApplejackEvasion));
}
return list;
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return _nextState;
}
public override bool isFinished()
{
return _isFinished;
}
}
}