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

152 lines
4.4 KiB
C#

using Fie.Manager;
using Fie.Object;
using Fie.Utility;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Ponies.RainbowDash
{
public class FieStateMachineRainbowDashOmniSmashLoop : FieStateMachineGameCharacterBase
{
private enum AttackState
{
ACTIVATE,
ATTACKING,
DISAPPEAR
}
private const float ATTACKING_DURATION = 0.25f;
private const float OMNI_SMASH_MOVING_DISTANCE = 1f;
private const float OMNI_SMASH_NEXT_STATE_DELAY = 0.3f;
private const float OMNI_SMASH_ENTITY_RANGE = 3f;
private Type _nextState = typeof(FieStateMachineRainbowDashFlying);
private int _attackCount;
private bool _isEnd;
private bool _isFinished;
private AttackState _prepareState;
private float _attackDealyCounter;
private float _attackInterval;
private Vector3 _initInputVec = Vector3.zero;
private Vector3 _movintTargetPos = Vector3.zero;
private Vector3 _attackingTargetPos = Vector3.zero;
private Vector3 _reverseDirection = Vector3.zero;
private Tweener<TweenTypesInOutSine> _movingTweener = new Tweener<TweenTypesInOutSine>();
private FieEmitObjectRainbowDashDoublePaybackAttackingEffect _attackingEffect;
public override void updateState<T>(ref T gameCharacter)
{
if (!_isEnd && gameCharacter is FieRainbowDash)
{
FieRainbowDash fieRainbowDash = gameCharacter as FieRainbowDash;
switch (_prepareState)
{
case AttackState.ACTIVATE:
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashOmniSmashActivationEffect>(fieRainbowDash.centerTransform, Vector3.up);
fieRainbowDash.animationManager.SetAnimation(44, isLoop: true, isForceSet: true);
_attackCount = Mathf.Max(0, fieRainbowDash.omniSmashAttackingCount - 2);
fieRainbowDash.submeshObject.enabled = false;
_prepareState = AttackState.ATTACKING;
break;
case AttackState.ATTACKING:
if (fieRainbowDash.detector.lockonTargetObject != null)
{
fieRainbowDash.position = fieRainbowDash.detector.lockonTargetObject.centerTransform.position;
}
_attackInterval -= Time.deltaTime;
if (_attackInterval <= 0f)
{
if (_attackCount <= 0)
{
_nextState = typeof(FieStateMachineRainbowDashOmniSmashFinish);
fieRainbowDash.submeshObject.enabled = true;
_isEnd = true;
}
else
{
EmitOmniSmashAttackEntity(fieRainbowDash);
_attackCount--;
_attackInterval = 0.25f;
}
}
break;
}
}
}
private void EmitOmniSmashAttackEntity(FieRainbowDash rainbowDash)
{
Vector3 vector = new Vector3((float)FieRandom.Range(-100, 100), (float)UnityEngine.Random.Range(-30, 30), (float)UnityEngine.Random.Range(-100, 100)).normalized;
if (vector == Vector3.zero)
{
vector = Vector3.back;
}
Vector3 vector2 = rainbowDash.centerTransform.position + vector * 3f;
Vector3 normalized = (rainbowDash.centerTransform.position - vector2).normalized;
FieEmitObjectRainbowDashOmniSmashSecondHit fieEmitObjectRainbowDashOmniSmashSecondHit = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashOmniSmashSecondHit>(rainbowDash.centerTransform, normalized, null, rainbowDash);
if (fieEmitObjectRainbowDashOmniSmashSecondHit != null)
{
fieEmitObjectRainbowDashOmniSmashSecondHit.SetInitializePosition(vector2);
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
FieRainbowDash fieRainbowDash = gameCharacter as FieRainbowDash;
if (!(fieRainbowDash == null))
{
fieRainbowDash.isEnableCollider = false;
fieRainbowDash.isEnableHeadTracking = false;
fieRainbowDash.isEnableAutoFlip = false;
fieRainbowDash.isEnableGravity = false;
fieRainbowDash.resetMoveForce();
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
FieRainbowDash fieRainbowDash = gameCharacter as FieRainbowDash;
if (!(fieRainbowDash == null))
{
fieRainbowDash.isEnableHeadTracking = true;
fieRainbowDash.isEnableGravity = true;
fieRainbowDash.isEnableAutoFlip = true;
fieRainbowDash.isEnableCollider = true;
fieRainbowDash.resetMoveForce();
}
}
public override List<Type> getAllowedStateList()
{
List<Type> list = new List<Type>();
list.Add(typeof(FieStateMachineRainbowDashOmniSmashFinish));
return list;
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return _nextState;
}
}
}