FiE-Game/Assets/Scripts/Fie/Enemies/HoovesRaces/Changeling/FieStateMachineChangelingArrival.cs

97 lines
2.5 KiB
C#

using Fie.Manager;
using Fie.Object;
using Fie.Utility;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Enemies.HoovesRaces.Changeling
{
public class FieStateMachineChangelingArrival : FieStateMachineGameCharacterBase
{
private enum ArrivalState
{
ARRIVAL_START,
ARRIVING,
ARRIVAL_END
}
private const float POSITION_INITIALIZE_TIME = 0.75f;
private Tweener<TweenTypesInSine> positionTweener = new Tweener<TweenTypesInSine>();
private ArrivalState _arrivalState;
private bool _isEnd;
private FieEmitObjectChangelingForcesArrivalParticleEffect _arriveEffect;
public override void initialize(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableCollider = false;
gameCharacter.isEnableGravity = true;
gameCharacter.isEnableAutoFlip = false;
gameCharacter.skeletonUtility.skeletonRenderer.meshRenderer.enabled = false;
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableCollider = true;
gameCharacter.isEnableGravity = true;
gameCharacter.isEnableAutoFlip = true;
gameCharacter.skeletonUtility.skeletonRenderer.meshRenderer.enabled = true;
if (_arriveEffect != null)
{
_arriveEffect.StopEffect();
}
}
}
public override void updateState<T>(ref T gameCharacter)
{
if (!_isEnd && gameCharacter is FieChangeling)
{
FieChangeling fieChangeling = gameCharacter as FieChangeling;
if (!(fieChangeling == null))
{
switch (_arrivalState)
{
case ArrivalState.ARRIVAL_START:
_arrivalState = ArrivalState.ARRIVING;
fieChangeling.position += Vector3.up * 3f;
fieChangeling.groundState = FieObjectGroundState.Flying;
_arriveEffect = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectChangelingForcesArrivalParticleEffect>(fieChangeling.centerTransform, Vector3.zero, null);
break;
case ArrivalState.ARRIVING:
if (fieChangeling.groundState == FieObjectGroundState.Grounding)
{
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectChangelingForcesArrivalFireEffect>(fieChangeling.transform, Vector3.zero, null);
_isEnd = true;
}
break;
}
}
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachineCommonIdle);
}
public override List<Type> getAllowedStateList()
{
return new List<Type>();
}
}
}