FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.RisingSun/FieStateMachineRisingSunJump.cs

116 lines
2.7 KiB
C#

using Fie.Object;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Ponies.RisingSun
{
public class FieStateMachineRisingSunJump : FieStateMachineRisingSunInterface
{
private enum JumpState
{
JUMP_TAKEOFF_START,
JUMP_TAKEOFF_STANDBY,
JUMP_TAKEOFF
}
private const float TAKEOFF_FORCE = 6f;
private const float TAKEOFF_PAST_TIME = 0.5f;
private JumpState _jumpState;
private float _takeoffTime;
private float _flyingTime;
private float _landingCount;
private bool _isEnd;
private Type _nextState = typeof(FieStateMachineCommonIdle);
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FieRisingSun)
{
FieRisingSun rising_sun = gameCharacter as FieRisingSun;
if (_jumpState == JumpState.JUMP_TAKEOFF_START)
{
if (rising_sun.groundState == FieObjectGroundState.Flying)
{
_nextState = typeof(FieStateMachineRisingSunFlying);
_isEnd = true;
return;
}
TrackEntry trackEntry = rising_sun.animationManager.SetAnimation(19);
_jumpState = JumpState.JUMP_TAKEOFF_STANDBY;
if (trackEntry != null)
{
trackEntry.Event += delegate(Spine.AnimationState state, int trackIndex, Spine.Event e)
{
if (e.Data.name == "takeOff")
{
Vector3 vector = rising_sun.externalInputVector;
vector += Vector3.up;
vector.x *= 0.1f;
vector.Normalize();
vector *= 6f;
rising_sun.setMoveForce(vector, 0.5f);
_jumpState = JumpState.JUMP_TAKEOFF;
}
else if (e.Data.name == "finished")
{
_nextState = typeof(FieStateMachineRisingSunFlying);
_isEnd = true;
}
};
trackEntry.Complete += delegate
{
_nextState = typeof(FieStateMachineRisingSunFlying);
_isEnd = true;
};
}
}
rising_sun.physicalForce.SetPhysicalForce(gameCharacter.getNowMoveForce() * -1f, 1000f);
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = true;
gameCharacter.setGravityRate(0.5f);
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableGravity = true;
gameCharacter.setGravityRate(1f);
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return _nextState;
}
public override List<Type> getAllowedStateList()
{
List<Type> list = new List<Type>();
list.Add(typeof(FieStateMachinePoniesEvasion));
list.Add(typeof(FieStateMachineRisingSunTeleportation));
return list;
}
}
}