mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 15:57:59 +01:00
189 lines
4.9 KiB
C#
189 lines
4.9 KiB
C#
using Fie.Manager;
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using Fie.Object;
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using Fie.Utility;
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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.RainbowDash
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{
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public class FieStateMachineRainbowDashEvasionFront : FieStateMachineGameCharacterBase
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{
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private enum EvasionState
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{
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PREPARE,
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EVASION
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}
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private const float EVASION_DURATION = 0.2f;
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private Type _nextState = typeof(FieStateMachineCommonIdle);
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private bool _isTakeOff;
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private bool _isEnd;
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private bool _isFinished;
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private EvasionState _evasionState;
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private Vector3 _initInputVec = Vector3.zero;
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private Vector3 _evasionTargetPos = Vector3.zero;
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private Tweener<TweenTypesOutSine> _evasionTweener = new Tweener<TweenTypesOutSine>();
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public override void updateState<T>(ref T gameCharacter)
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{
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if (gameCharacter is FieRainbowDash)
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{
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FieRainbowDash rainbowDash = gameCharacter as FieRainbowDash;
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switch (_evasionState)
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{
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case EvasionState.PREPARE:
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{
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_initInputVec = rainbowDash.externalInputVector;
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TrackEntry trackEntry = rainbowDash.animationManager.SetAnimation(22, isLoop: false, 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 == "move")
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{
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setEvasion(rainbowDash, e);
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}
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if (e.Data.Name == "finished")
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{
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_isFinished = true;
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}
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if (e.Data.Name == "takeOff")
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{
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_isTakeOff = true;
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}
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if (e.Data.Name == "immunity")
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{
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rainbowDash.isEnableCollider = (e.Int < 1);
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}
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};
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trackEntry.Complete += delegate
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{
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setEnd(rainbowDash as T);
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};
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}
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else
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{
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setEnd(rainbowDash as T);
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}
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_evasionState = EvasionState.EVASION;
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break;
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}
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case EvasionState.EVASION:
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if (!_evasionTweener.IsEnd())
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{
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rainbowDash.position = _evasionTweener.UpdateParameterVec3(Time.deltaTime);
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if (rainbowDash.groundState == FieObjectGroundState.Grounding && _isTakeOff)
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{
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setEnd(rainbowDash as T);
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}
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}
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break;
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}
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}
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}
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private void setEvasion(FieRainbowDash rainbowDash, Spine.Event e)
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{
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Vector3 vector = _initInputVec;
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if (rainbowDash.externalInputForce <= 0.25f)
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{
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vector = rainbowDash.flipDirectionVector;
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}
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if (rainbowDash.groundState == FieObjectGroundState.Grounding)
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{
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if (Mathf.Abs(vector.x) < 0.5f)
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{
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Vector3 flipDirectionVector = rainbowDash.flipDirectionVector;
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vector.x = flipDirectionVector.x;
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}
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vector.y = Mathf.Clamp(vector.y, 0.25f, 0.5f);
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}
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vector.Normalize();
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_evasionTargetPos = rainbowDash.position + vector * e.Float;
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int layerMask = 262656;
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if (Physics.Raycast(rainbowDash.position, vector, out RaycastHit hitInfo, e.Float, layerMask))
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{
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_evasionTargetPos = hitInfo.point;
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}
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashEvasionEffect>(rainbowDash.centerTransform, _evasionTargetPos - rainbowDash.position, null, rainbowDash);
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_evasionTweener.InitTweener(0.2f, rainbowDash.position, _evasionTargetPos);
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rainbowDash.resetMoveForce();
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}
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private void setEnd<T>(T gameCharacter) where T : FieGameCharacter
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{
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if ((UnityEngine.Object)gameCharacter != (UnityEngine.Object)null)
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{
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if (gameCharacter.groundState == FieObjectGroundState.Flying)
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{
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_nextState = typeof(FieStateMachineRainbowDashFlying);
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}
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else
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{
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_nextState = typeof(FieStateMachinePoniesLanding);
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}
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}
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_isEnd = true;
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}
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public override void initialize(FieGameCharacter gameCharacter)
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{
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FieRainbowDash fieRainbowDash = gameCharacter as FieRainbowDash;
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if (!(fieRainbowDash == null))
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{
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fieRainbowDash.isEnableHeadTracking = false;
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fieRainbowDash.isEnableAutoFlip = false;
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fieRainbowDash.isEnableGravity = 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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FieRainbowDash fieRainbowDash = gameCharacter as FieRainbowDash;
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if (!(fieRainbowDash == null))
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{
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fieRainbowDash.isEnableHeadTracking = true;
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fieRainbowDash.setGravityRate(1f);
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fieRainbowDash.isEnableGravity = true;
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fieRainbowDash.isEnableAutoFlip = true;
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fieRainbowDash.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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if (!_isFinished)
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{
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return new List<Type>();
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}
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List<Type> list = new List<Type>();
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list.Add(typeof(FieStateMachineRainbowDashBaseAttack1));
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list.Add(typeof(FieStateMachineRainbowDashBaseAttack3));
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list.Add(typeof(FieStateMachineRainbowDashStabAttack));
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list.Add(typeof(FieStateMachineRainbowDashEvasion));
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list.Add(typeof(FieStateMachineRainbowDashRainblow));
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list.Add(typeof(FieStateMachineRainbowDashOmniSmashStart));
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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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}
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}
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