FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.RainbowDash/FieStateMachineRainbowDashRainblow.cs

61 lines
1.6 KiB
C#

using Fie.Manager;
using Fie.Object;
using GameDataEditor;
using System;
namespace Fie.Ponies.RainbowDash
{
[FieAbilityID(FieConstValues.FieAbility.RAINBLOW)]
public class FieStateMachineRainbowDashRainblow : FieStateMachineAbilityBase
{
private const string RAINBLOW_ABILITY_SIGNATURE = "rainblow";
public const float RAINBLOW_COOLDOWN = 9f;
private Type _nextState = typeof(FieStateMachinePoniesAttackIdle);
private bool _isEnd;
public override void updateState<T>(ref T gameCharacter)
{
if (!_isEnd && gameCharacter is FieRainbowDash)
{
FieRainbowDash fieRainbowDash = gameCharacter as FieRainbowDash;
Type typeFromHandle = typeof(FieStateMachineRainbowDashRainblowCloack);
FieManagerBehaviour<FieActivityManager>.I.RequestLobbyOnlyActivity(gameCharacter, FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_LOYALTY_ABILITY_2), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_LOYALTY_ABILITY_2));
fieRainbowDash.getStateMachine().setState(typeFromHandle, isForceSet: false);
_isEnd = true;
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
defaultCoolDown = 9f;
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return _nextState;
}
public override string getSignature()
{
return "rainblow";
}
public override FieAbilityActivationType getActivationType()
{
return FieAbilityActivationType.COOLDOWN;
}
public override bool isNotNetworkSync()
{
return true;
}
}
}