mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 23:37:59 +01:00
175 lines
5.7 KiB
C#
175 lines
5.7 KiB
C#
using Fie.Manager;
|
|
using Fie.Object;
|
|
using Fie.Utility;
|
|
using GameDataEditor;
|
|
using Spine.Unity;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace Fie.Ponies.RainbowDash
|
|
{
|
|
public class FieStateMachineRainbowDashOmniSmashStart : FieStateMachineGameCharacterBase
|
|
{
|
|
private enum AttackState
|
|
{
|
|
ACTIVATE,
|
|
ATTACKING,
|
|
DISAPPEAR
|
|
}
|
|
|
|
private const float ATTACKING_DURATION = 0.3f;
|
|
|
|
private const float OMNI_SMASH_MOVING_DISTANCE = 3f;
|
|
|
|
private const float OMNI_SMASH_NEXT_STATE_DELAY = 0.3f;
|
|
|
|
private Type _nextState = typeof(FieStateMachineRainbowDashFlying);
|
|
|
|
private bool _isEnd;
|
|
|
|
private bool _isFinished;
|
|
|
|
private AttackState _prepareState;
|
|
|
|
private float _attackDealyCounter;
|
|
|
|
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:
|
|
if (fieRainbowDash.detector.lockonTargetObject == null)
|
|
{
|
|
_nextState = typeof(FieStateMachineCommonIdle);
|
|
_isEnd = true;
|
|
}
|
|
else
|
|
{
|
|
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashOmniSmashActivationEffect>(fieRainbowDash.centerTransform, Vector3.up);
|
|
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashOmniSmashTrailEffect>(fieRainbowDash.centerTransform, Vector3.up);
|
|
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectRainbowDashOmniSmashFirstHit>(fieRainbowDash.centerTransform, fieRainbowDash.flipDirectionVector, null, fieRainbowDash);
|
|
fieRainbowDash.SetDialog(FieMasterData<GDEWordScriptTriggerTypeData>.I.GetMasterData(GDEItemKeys.WordScriptTriggerType_WS_TRIGGER_TYPE_USED_ABILITY));
|
|
fieRainbowDash.animationManager.SetAnimation(39, isLoop: true, isForceSet: true);
|
|
Vector3 vector = fieRainbowDash.detector.lockonTargetObject.centerTransform.position - fieRainbowDash.centerTransform.position;
|
|
_movintTargetPos = fieRainbowDash.detector.lockonTargetObject.centerTransform.position + vector.normalized * 3f;
|
|
float maxDistance = Vector3.Distance(fieRainbowDash.centerTransform.position, _movintTargetPos);
|
|
int layerMask = 512;
|
|
if (Physics.Raycast(fieRainbowDash.centerTransform.position, vector.normalized, out RaycastHit hitInfo, maxDistance, layerMask) && hitInfo.collider.tag == "Floor")
|
|
{
|
|
_movintTargetPos = hitInfo.point + Vector3.up * 0.5f;
|
|
}
|
|
_attackingTargetPos = _movintTargetPos;
|
|
UpdateRotation(fieRainbowDash);
|
|
_movingTweener.InitTweener(0.3f, fieRainbowDash.transform.position, _movintTargetPos);
|
|
fieRainbowDash.CalcOmniSmashAttackCount();
|
|
_prepareState = AttackState.ATTACKING;
|
|
}
|
|
break;
|
|
case AttackState.ATTACKING:
|
|
if (!_movingTweener.IsEnd())
|
|
{
|
|
fieRainbowDash.position = _movingTweener.UpdateParameterVec3(Time.deltaTime);
|
|
}
|
|
else
|
|
{
|
|
fieRainbowDash.animationManager.SetAnimation(24, isLoop: false, isForceSet: true);
|
|
_prepareState = AttackState.DISAPPEAR;
|
|
}
|
|
break;
|
|
case AttackState.DISAPPEAR:
|
|
if (fieRainbowDash.detector.lockonTargetObject == null)
|
|
{
|
|
fieRainbowDash.position = _attackingTargetPos;
|
|
_nextState = typeof(FieStateMachineRainbowDashOmniSmashFinish);
|
|
_isEnd = true;
|
|
}
|
|
_attackDealyCounter += Time.deltaTime;
|
|
if (_attackDealyCounter > 0.3f)
|
|
{
|
|
_nextState = typeof(FieStateMachineRainbowDashOmniSmashLoop);
|
|
_isEnd = true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateRotation(FieRainbowDash rainbowDash)
|
|
{
|
|
if (!(rainbowDash.rootBone == null))
|
|
{
|
|
rainbowDash.setFlipByVector(_attackingTargetPos - rainbowDash.transform.position);
|
|
Vector3 vector = rainbowDash.transform.position - _attackingTargetPos;
|
|
vector.z = 0f;
|
|
vector.Normalize();
|
|
rainbowDash.rootBone.mode = SkeletonUtilityBone.Mode.Override;
|
|
rainbowDash.rootBone.overrideAlpha = 1f;
|
|
if (vector != Vector3.zero)
|
|
{
|
|
rainbowDash.rootBone.transform.localRotation = Quaternion.LookRotation(vector) * Quaternion.AngleAxis((rainbowDash.flipState != 0) ? 270f : (-90f), Vector3.up);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void initialize(FieGameCharacter gameCharacter)
|
|
{
|
|
FieRainbowDash fieRainbowDash = gameCharacter as FieRainbowDash;
|
|
if (!(fieRainbowDash == null))
|
|
{
|
|
fieRainbowDash.Decloack();
|
|
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.rootBone.transform.localRotation = Quaternion.identity;
|
|
fieRainbowDash.resetMoveForce();
|
|
}
|
|
}
|
|
|
|
public override List<Type> getAllowedStateList()
|
|
{
|
|
List<Type> list = new List<Type>();
|
|
list.Add(typeof(FieStateMachineRainbowDashOmniSmashLoop));
|
|
return list;
|
|
}
|
|
|
|
public override bool isEnd()
|
|
{
|
|
return _isEnd;
|
|
}
|
|
|
|
public override Type getNextState()
|
|
{
|
|
return _nextState;
|
|
}
|
|
}
|
|
}
|