mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 07:47:59 +01:00
120 lines
3.5 KiB
C#
120 lines
3.5 KiB
C#
using Fie.Manager;
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using Fie.Object;
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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.Enemies.HoovesRaces.QueenChrysalis
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{
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public class FieStateMachineQueenChrysalisHormingShot : FieStateMachineGameCharacterBase
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{
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private enum ShootState
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{
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STATE_PREPARE,
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STATE_SHOOT
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}
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private ShootState _shootState;
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private bool _isEnd;
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private FieEmitObjectQueenChrysalisHornEffect _hornEffect;
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public override void initialize(FieGameCharacter gameCharacter)
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{
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gameCharacter.isEnableAutoFlip = false;
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}
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public override void terminate(FieGameCharacter gameCharacter)
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{
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FieQueenChrysalis fieQueenChrysalis = gameCharacter as FieQueenChrysalis;
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if (!(fieQueenChrysalis == null))
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{
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if ((bool)_hornEffect)
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{
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_hornEffect.Kill();
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}
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fieQueenChrysalis._isEffectivePull = false;
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}
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}
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public override void updateState<T>(ref T gameCharacter)
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{
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FieQueenChrysalis chrysalis = gameCharacter as FieQueenChrysalis;
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if (!(chrysalis == null))
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{
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if (chrysalis.detector.getLockonEnemyTransform() == null)
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{
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_isEnd = true;
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}
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else
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{
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ShootState shootState = _shootState;
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if (shootState == ShootState.STATE_PREPARE)
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{
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TrackEntry trackEntry = chrysalis.animationManager.SetAnimation(28, isLoop: false, isForceSet: true);
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FieEmitObjectQueenChrysalisShootingConcentration concentRation = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisShootingConcentration>(chrysalis.hornTransform, chrysalis.flipDirectionVector, chrysalis.detector.getLockonEnemyTransform(isCenter: true));
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_hornEffect = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisHornEffect>(chrysalis.hornTransform, Vector3.zero, null, chrysalis);
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chrysalis._isEffectivePull = true;
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if (trackEntry != null)
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{
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autoFlipToEnemy(chrysalis);
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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 == "fire")
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{
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisHormingShot>(chrysalis.hornTransform, chrysalis.flipDirectionVector, chrysalis.detector.getLockonEnemyTransform(isCenter: true), chrysalis);
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisHormingShotActivateEffect>(chrysalis.hornTransform, Vector3.zero, null);
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chrysalis._isEffectivePull = false;
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}
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if (e.Data.Name == "move")
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{
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Vector3 flipDirectionVector = chrysalis.flipDirectionVector;
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Vector3 moveForce = flipDirectionVector * e.Float;
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chrysalis.resetMoveForce();
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chrysalis.setMoveForce(moveForce, 0f, useRound: false);
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}
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if (e.Data.Name == "finished")
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{
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if ((bool)_hornEffect)
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{
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_hornEffect.Kill();
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}
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concentRation.StopEffect();
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_isEnd = true;
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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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}
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else
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{
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_isEnd = true;
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}
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_shootState = ShootState.STATE_SHOOT;
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}
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}
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}
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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 typeof(FieStateMachineQueenChrysalisPenetrateShot);
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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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list.Add(typeof(FieStateMachineQueenChrysalisPenetrateShot));
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return list;
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}
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}
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}
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