mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 15:57:59 +01:00
155 lines
4.4 KiB
C#
155 lines
4.4 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.Ponies.Applejack
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{
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public class FieStateMachineApplejackYeehawActionMidAir : FieStateMachineGameCharacterBase
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{
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private enum FireState
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{
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YEEHAW_ACTION_START,
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YEEHAW_ACTION_END
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}
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private const float YEEHAW_MID_AIR_TAKEOFF_PAST_TIME = 0.3f;
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private const float YEEHAW_MID_AIR_TAKEOFF_FORCE = 1f;
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private Type _nextState = typeof(FieStateMachineApplejackFlying);
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private FireState _fireState;
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private bool _isEnd;
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private float _endTime = 3.40282347E+38f;
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private float _timeCount;
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private bool _isFinished;
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public override void updateState<T>(ref T gameCharacter)
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{
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if (gameCharacter is FieApplejack)
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{
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_timeCount += Time.deltaTime;
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FieApplejack applejack = gameCharacter as FieApplejack;
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switch (_fireState)
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{
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case FireState.YEEHAW_ACTION_START:
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{
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TrackEntry trackEntry = applejack.animationManager.SetAnimation(38, isLoop: false, isForceSet: true);
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applejack.emotionController.SetEmoteAnimation(43, isForceSet: true);
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if (trackEntry != null)
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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 == "takeOff")
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{
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Vector3 externalInputVector = applejack.externalInputVector;
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externalInputVector += Vector3.up + applejack.flipDirectionVector * 0.05f;
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externalInputVector.Normalize();
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externalInputVector *= 1f;
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applejack.resetMoveForce();
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applejack.setMoveForce(externalInputVector, 0.3f);
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}
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if (e.Data.Name == "finished")
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{
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applejack.isEnableGravity = true;
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_isFinished = true;
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applejack.emotionController.RestoreEmotionFromDefaultData();
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}
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};
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trackEntry.Complete += delegate
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{
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_isEnd = true;
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};
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GDESkillTreeData skill = applejack.GetSkill(FieConstValues.FieSkill.HONESTY_YEEHAW_LV3_2);
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if (skill != null)
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{
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applejack.isEnableCollider = false;
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}
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectApplejackYeehaw>(applejack.mouthTransform, Vector3.zero, null, applejack);
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectApplejackYeehawReflect>(applejack.centerTransform, Vector3.zero, null, applejack);
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectApplejackYeehawRegen>(applejack.centerTransform, Vector3.zero, null, applejack);
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FieManagerBehaviour<FieGameCameraManager>.I.setWiggler(1f, 10, Vector3.one * 0.2f);
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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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float num = 0.2f;
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GDESkillTreeData skill2 = applejack.GetSkill(FieConstValues.FieSkill.HONESTY_YEEHAW_LV2_2);
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if (skill2 != null)
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{
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num += skill2.Value1;
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}
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applejack.damageSystem.Regen((applejack.healthStats.maxHitPoint + applejack.healthStats.maxShield) * num);
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_fireState = FireState.YEEHAW_ACTION_END;
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break;
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}
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}
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if (_timeCount > _endTime)
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{
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_isEnd = true;
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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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FieApplejack fieApplejack = gameCharacter as FieApplejack;
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if (!(fieApplejack == null))
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{
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fieApplejack.isEnableGravity = false;
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autoFlipToEnemy(fieApplejack);
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fieApplejack.isEnableAutoFlip = false;
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fieApplejack.isEnableHeadTracking = false;
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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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FieApplejack fieApplejack = gameCharacter as FieApplejack;
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if (!(fieApplejack == null))
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{
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fieApplejack.emotionController.RestoreEmotionFromDefaultData();
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fieApplejack.isEnableGravity = true;
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fieApplejack.isEnableAutoFlip = true;
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fieApplejack.isEnableHeadTracking = true;
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fieApplejack.isEnableCollider = true;
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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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List<Type> list = new List<Type>();
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if (_isFinished)
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{
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list.Add(typeof(FieStateMachineApplejackFireAir));
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list.Add(typeof(FieStateMachineApplejackFireRope));
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list.Add(typeof(FieStateMachineApplejackStompAction));
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}
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return list;
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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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