mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 23:37:59 +01:00
152 lines
4.4 KiB
C#
152 lines
4.4 KiB
C#
using Fie.Manager;
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using Fie.Object;
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using Fie.Utility;
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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 FieStateMachineRainbowDashOmniSmashLoop : FieStateMachineGameCharacterBase
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{
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private enum AttackState
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{
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ACTIVATE,
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ATTACKING,
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DISAPPEAR
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}
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private const float ATTACKING_DURATION = 0.25f;
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private const float OMNI_SMASH_MOVING_DISTANCE = 1f;
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private const float OMNI_SMASH_NEXT_STATE_DELAY = 0.3f;
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private const float OMNI_SMASH_ENTITY_RANGE = 3f;
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private Type _nextState = typeof(FieStateMachineRainbowDashFlying);
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private int _attackCount;
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private bool _isEnd;
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private bool _isFinished;
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private AttackState _prepareState;
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private float _attackDealyCounter;
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private float _attackInterval;
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private Vector3 _initInputVec = Vector3.zero;
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private Vector3 _movintTargetPos = Vector3.zero;
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private Vector3 _attackingTargetPos = Vector3.zero;
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private Vector3 _reverseDirection = Vector3.zero;
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private Tweener<TweenTypesInOutSine> _movingTweener = new Tweener<TweenTypesInOutSine>();
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private FieEmitObjectRainbowDashDoublePaybackAttackingEffect _attackingEffect;
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public override void updateState<T>(ref T gameCharacter)
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{
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if (!_isEnd && gameCharacter is FieRainbowDash)
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{
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FieRainbowDash fieRainbowDash = gameCharacter as FieRainbowDash;
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switch (_prepareState)
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{
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case AttackState.ACTIVATE:
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashOmniSmashActivationEffect>(fieRainbowDash.centerTransform, Vector3.up);
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fieRainbowDash.animationManager.SetAnimation(44, isLoop: true, isForceSet: true);
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_attackCount = Mathf.Max(0, fieRainbowDash.omniSmashAttackingCount - 2);
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fieRainbowDash.submeshObject.enabled = false;
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_prepareState = AttackState.ATTACKING;
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break;
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case AttackState.ATTACKING:
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if (fieRainbowDash.detector.lockonTargetObject != null)
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{
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fieRainbowDash.position = fieRainbowDash.detector.lockonTargetObject.centerTransform.position;
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}
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_attackInterval -= Time.deltaTime;
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if (_attackInterval <= 0f)
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{
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if (_attackCount <= 0)
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{
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_nextState = typeof(FieStateMachineRainbowDashOmniSmashFinish);
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fieRainbowDash.submeshObject.enabled = true;
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_isEnd = true;
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}
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else
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{
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EmitOmniSmashAttackEntity(fieRainbowDash);
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_attackCount--;
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_attackInterval = 0.25f;
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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 EmitOmniSmashAttackEntity(FieRainbowDash rainbowDash)
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{
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Vector3 vector = new Vector3((float)FieRandom.Range(-100, 100), (float)UnityEngine.Random.Range(-30, 30), (float)UnityEngine.Random.Range(-100, 100)).normalized;
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if (vector == Vector3.zero)
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{
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vector = Vector3.back;
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}
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Vector3 vector2 = rainbowDash.centerTransform.position + vector * 3f;
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Vector3 normalized = (rainbowDash.centerTransform.position - vector2).normalized;
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FieEmitObjectRainbowDashOmniSmashSecondHit fieEmitObjectRainbowDashOmniSmashSecondHit = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashOmniSmashSecondHit>(rainbowDash.centerTransform, normalized, null, rainbowDash);
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if (fieEmitObjectRainbowDashOmniSmashSecondHit != null)
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{
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fieEmitObjectRainbowDashOmniSmashSecondHit.SetInitializePosition(vector2);
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}
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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.isEnableCollider = false;
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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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fieRainbowDash.resetMoveForce();
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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.isEnableGravity = true;
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fieRainbowDash.isEnableAutoFlip = true;
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fieRainbowDash.isEnableCollider = true;
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fieRainbowDash.resetMoveForce();
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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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List<Type> list = new List<Type>();
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list.Add(typeof(FieStateMachineRainbowDashOmniSmashFinish));
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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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