mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 15:57:59 +01:00
361 lines
12 KiB
C#
361 lines
12 KiB
C#
using Fie.AI;
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using Fie.Manager;
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using Fie.Object;
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using Fie.Object.Abilities;
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using Fie.UI;
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using GameDataEditor;
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using Spine.Unity.Modules;
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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.RainbowDash
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{
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[FiePrefabInfo("Prefabs/RainbowDash/RainbowDash")]
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public class FieRainbowDash : FiePonies, FiePlayableGameCharacterInterface
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{
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public const int MAXIMUM_AWESOME_EFFECT_COUNT = 4;
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public const float AWESOME_DAMAGE_CUTOFF_RATE = 0.2f;
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public const float AWESOME_STAGGER_CUTOFF_RATE = 0.2f;
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private int _maximumAwesomeCount = 4;
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private bool _isCloackMode;
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private bool _reserveColliderState;
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private int _omniSmashAttackingCount;
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private Dictionary<int, FieEmitObjectRainbowDashAwesomeEffect> _awesomeEffectList = new Dictionary<int, FieEmitObjectRainbowDashAwesomeEffect>();
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private SkeletonRendererCustomMaterials _customSpineMaterialComponent;
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private FieEmitObjectRainbowDashCloaking _cloackObject;
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public int maximumAwesomeCount => _maximumAwesomeCount;
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public override bool isEnableCollider
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{
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get
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{
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return _isEnableCollider;
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}
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set
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{
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if (!_isCloackMode)
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{
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if (_colliderList.Count > 0)
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{
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foreach (FieCollider collider in _colliderList)
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{
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collider.isEnable = value;
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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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_reserveColliderState = value;
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}
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_isEnableCollider = value;
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}
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}
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public bool isCloackMode => _isCloackMode;
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public int omniSmashAttackingCount => _omniSmashAttackingCount;
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public int awesomeCount
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{
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get
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{
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CleanUpAwesomeCount();
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if (_awesomeEffectList == null)
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{
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return 0;
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}
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return _awesomeEffectList.Count;
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}
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}
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public void Cloack()
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{
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if (_cloackObject != null && _cloackObject.enabled)
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{
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_cloackObject.Disable();
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_cloackObject = null;
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}
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashDoublePaybackActivationEffect>(base.centerTransform, Vector3.up);
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_cloackObject = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashCloaking>(base.transform, Vector3.zero, null, this);
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if (!(_cloackObject == null))
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{
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_cloackObject.Enable();
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if (_colliderList.Count > 0)
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{
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foreach (FieCollider collider in _colliderList)
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{
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collider.isEnable = false;
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}
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}
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_customSpineMaterialComponent.SetCustomMaterialOverrides(forceEnable: true);
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isEnableCollider = false;
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_isCloackMode = true;
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UnbindFromDetecter();
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}
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}
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public void Decloack()
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{
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if (_isCloackMode)
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{
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if (_colliderList.Count > 0)
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{
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foreach (FieCollider collider in _colliderList)
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{
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collider.isEnable = _reserveColliderState;
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}
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}
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashDoublePaybackActivationEffect>(base.centerTransform, Vector3.up);
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_customSpineMaterialComponent.RemoveCustomMaterialOverrides();
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_isCloackMode = false;
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_cloackObject = null;
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}
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}
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private void CleanUpAwesomeCount()
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{
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List<int> list = new List<int>();
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for (int i = 1; i <= maximumAwesomeCount; i++)
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{
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if (_awesomeEffectList.ContainsKey(i) && (_awesomeEffectList[i] == null || _awesomeEffectList[i].gameObject == null))
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{
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list.Add(i);
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}
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}
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if (list.Count > 0)
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{
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foreach (int item in list)
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{
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_awesomeEffectList.Remove(item);
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}
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}
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}
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public override Type getDefaultAttackState()
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{
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return null;
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}
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public override Type getStormState()
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{
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return null;
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}
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protected new void Awake()
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{
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base.Awake();
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base.animationManager = new FieSkeletonAnimationController(base.skeletonUtility, new FieRainbowDashAnimationContainer());
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_customSpineMaterialComponent = base.gameObject.GetComponent<SkeletonRendererCustomMaterials>();
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_staggerCancelableStateList.Add(typeof(FieStateMachineRainbowDashEvasion));
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_staggerCancelableStateList.Add(typeof(FieStateMachineRainbowDashRainblowCloack));
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_staggerCancelableStateList.Add(typeof(FieStateMachineRainbowDashDoublePaybackPrepareMidAir));
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abstractStateList.Add(typeof(FieStateMachinePoniesJump), typeof(FieStateMachineRainbowDashJump));
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abstractStateList.Add(typeof(FieStateMachinePoniesEvasion), typeof(FieStateMachineRainbowDashEvasion));
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abstractStateList.Add(typeof(FieStateMachinePoniesBaseAttack), typeof(FieStateMachineRainbowDashBaseAttack));
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SetStateActivateCheckCallback<FieStateMachineRainbowDashEvasion>(EvasionActivateCheck);
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base.abilitiesContainer.AssignAbility(FieAbilitiesSlot.SlotType.SLOT_1, new FieStateMachineRainbowDashDoublePayback());
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base.abilitiesContainer.AssignAbility(FieAbilitiesSlot.SlotType.SLOT_2, new FieStateMachineRainbowDashRainblow());
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base.abilitiesContainer.AssignAbility(FieAbilitiesSlot.SlotType.SLOT_3, new FieStateMachineRainbowDashOmniSmash());
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syncBindedAbilities();
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base.abilitiesContainer.setActivationCallback(typeof(FieStateMachineRainbowDashOmniSmash), OmniSmashActivationCallback);
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PreAssignEmittableObject<FieEmitObjectRainbowDashAwesomeEffect>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashLoosingAwesomeEffect>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashEvasionEffect>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashBaseAttack1>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashBaseAttack2>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashBaseAttack3>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashHitEffectSmall>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashHitEffectMiddle>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashStabAttack>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashHitEffectStab>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashDoublePaybackActivationEffect>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashDoublePaybackAttackingEffect>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashDoublePaybackCollision>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashDoublePaybackHitEffect>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashRainblowSeed>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashRainblowEntity>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashRainblowEntityMidAir>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashCloaking>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashOmniSmashActivationEffect>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashOmniSmashExplosion>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashOmniSmashExplosionEffect>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashOmniSmashFirstHit>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashOmniSmashSecondHit>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashOmniSmashFinishHit>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashOmniSmashImpactEffect>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashOmniSmashRainboomEffect>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashOmniSmashTrailEffect>();
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PreAssignEmittableObject<FieEmitObjectRainbowDashOmniSmashHitEffect>();
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base.emotionController.SetDefaultEmoteAnimationID(15);
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base.emotionController.RestoreEmotionFromDefaultData();
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base.detector.intoTheBattleEvent += Detector_intoTheBattleEvent;
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base.damageSystem.beforeDamageEvent += this.HealthSystem_beforeDamageEvent;
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ReCalcSkillData();
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}
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protected override void ReCalcSkillData()
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{
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_maximumAwesomeCount = 4;
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GDESkillTreeData skill = GetSkill(FieConstValues.FieSkill.LOYALTY_ATTACK_PASSIVE_LV4_HELLO_CAPTAIN_AWESOME);
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if (skill != null)
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{
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_maximumAwesomeCount += (int)skill.Value1;
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}
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}
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private bool OmniSmashActivationCallback(FieGameCharacter gameCharacter)
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{
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FieManagerBehaviour<FieActivityManager>.I.RequestLobbyOnlyActivity(gameCharacter, FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_LOYALTY_ABILITY_3), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_LOYALTY_ABILITY_3));
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if (base.detector.lockonTargetObject == null || awesomeCount <= 0)
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{
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return false;
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}
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return true;
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}
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public void CalcOmniSmashAttackCount()
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{
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_omniSmashAttackingCount = 2 * Mathf.Max(0, awesomeCount);
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GDESkillTreeData skill = GetSkill(FieConstValues.FieSkill.LOYALTY_OMNISMASH_LV4_LET_ME_SHOW_YOU_MY_TRUE_POWER);
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if (skill != null)
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{
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_omniSmashAttackingCount *= (int)skill.Value1;
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}
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requestSetAwesomeEffect(-maximumAwesomeCount);
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}
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private void HealthSystem_beforeDamageEvent(FieGameCharacter attacker, ref FieDamage damage)
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{
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if (damage != null && !(damage.damage <= 0f))
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{
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int num = requestSetAwesomeEffect(-1);
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if (num < 0)
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{
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damage.damage *= 0.2f;
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damage.stagger *= 0.2f;
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GDESkillTreeData skill = GetSkill(FieConstValues.FieSkill.LOYALTY_DIFFENCE_PASSIVE_LV4_DEAL_WITH_IT);
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if (skill != null)
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{
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base.damageSystem.AddDefenceMagni(skill.ID, 100f, skill.Value1);
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}
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GDESkillTreeData skill2 = GetSkill(FieConstValues.FieSkill.LOYALTY_DIFFENCE_PASSIVE_LV4_IT_IS_MY_TURN);
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if (skill2 != null)
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{
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base.abilitiesContainer.IncreaseOrReduceCooldownAll(0f - skill.Value1);
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}
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}
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}
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}
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private void Detector_intoTheBattleEvent(FieGameCharacter targetCharacter)
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{
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SetDialog(FieMasterData<GDEWordScriptTriggerTypeData>.I.GetMasterData(GDEItemKeys.WordScriptTriggerType_WS_TRIGGER_TYPE_ENEMY_DETECTED));
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}
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private bool EvasionActivateCheck()
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{
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if (healthStats.shield <= 0f)
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{
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return false;
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}
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return true;
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}
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protected new void Start()
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{
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base.Start();
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getStateMachine(StateMachineType.Attack).setState(typeof(FieStateMachinePoniesAttackIdle), isForceSet: true);
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getStateMachine().setState(typeof(FieStateMachineCommonIdle), isForceSet: false);
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}
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public int requestSetAwesomeEffect(int calcCount)
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{
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if (base.photonView == null || base.photonView.isMine)
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{
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int num = Mathf.Clamp(_awesomeEffectList.Count + calcCount, 0, maximumAwesomeCount);
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if (base.photonView != null)
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{
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object[] parameters = new object[1]
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{
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num
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};
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base.photonView.RPC("SetAwesomeEffectRPC", PhotonTargets.Others, parameters);
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}
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return RebuildAwesomeStats(num);
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}
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return 0;
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}
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private int RebuildAwesomeStats(int settleCount)
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{
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int count = _awesomeEffectList.Count;
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List<int> list = new List<int>();
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for (int i = 1; i <= maximumAwesomeCount; i++)
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{
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if (_awesomeEffectList.ContainsKey(i))
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{
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if (i > settleCount)
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{
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list.Add(i);
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}
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}
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else if (i <= settleCount)
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{
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_awesomeEffectList[i] = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashAwesomeEffect>(base.centerTransform, Vector3.up);
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}
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}
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if (list.Count > 0)
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{
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foreach (int item in list)
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{
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashLoosingAwesomeEffect>(_awesomeEffectList[item].transform, Vector3.up);
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_awesomeEffectList[item].stopEffect(1f);
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_awesomeEffectList.Remove(item);
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}
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}
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return settleCount - count;
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}
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[PunRPC]
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public void SetAwesomeEffectRPC(int settleCount)
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{
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RebuildAwesomeStats(settleCount);
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}
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public override string getDefaultName()
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{
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return FieLocalizeUtility.GetWordScriptText(GDEItemKeys.ConstantTextList_ELEMENT_NAME_LOYALTY_SIMPLE);
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}
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public override FieConstValues.FieGameCharacter getGameCharacterID()
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{
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return FieConstValues.FieGameCharacter.LOYALTY;
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}
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public override Type getDefaultAITask()
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{
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return typeof(FieAITaskRainbowDashIdle);
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}
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public override KeyValuePair<Type, string> getAbilitiesIconInfo()
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{
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return new KeyValuePair<Type, string>(typeof(FieGameUIAbilitiesIconRainbowDash), "Prefabs/UI/AbilitiesIcons/RainbowDashAbilityIcon");
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}
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public override GDEGameCharacterTypeData getCharacterTypeData()
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{
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return FieMasterData<GDEGameCharacterTypeData>.I.GetMasterData(GDEItemKeys.GameCharacterType_LOYALTY);
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}
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}
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}
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