FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.Twilight/FieStateMachineTwilightForceField.cs

78 lines
2.9 KiB
C#

using Fie.Manager;
using Fie.Object;
using Fie.Utility;
using GameDataEditor;
using System;
using UnityEngine;
namespace Fie.Ponies.Twilight
{
[FieAbilityID(FieConstValues.FieAbility.MAGIC_BUBBLE)]
public class FieStateMachineTwilightForceField : FieStateMachineAbilityBase
{
private const string FORCE_FIELD_SIGNATURE = "magic_bubble";
private const float FORCE_FIELD_DELAY = 0.3f;
private const float FORCE_FIELD_DEFAULT_COOLDOWN = 60f;
private bool _isEnd;
public override void updateState<T>(ref T gameCharacter)
{
if (!_isEnd && gameCharacter is FieTwilight)
{
FieTwilight fieTwilight = gameCharacter as FieTwilight;
if (!FieTwilight.ignoreAttackState.Contains(fieTwilight.getStateMachine().nowStateType()))
{
Vector3 vector = (fieTwilight.flipState != 0) ? Vector3.right : Vector3.left;
if (fieTwilight.getStateMachine().nowStateType() == typeof(FieStateMachineCommonIdle) || fieTwilight.getStateMachine().nowStateType() == typeof(FieStateMachinePoniesIdle) || fieTwilight.getStateMachine().nowStateType() == typeof(FieStateMachineTwilightFireSmall))
{
if (fieTwilight.groundState == FieObjectGroundState.Grounding)
{
fieTwilight.getStateMachine().setState(typeof(FieStateMachineTwilightFireSmall), isForceSet: true, isDupulicate: true);
}
fieTwilight.physicalForce.SetPhysicalForce(vector * -1f + Vector3.up * FieRandom.Range(-0.2f, 0.2f), 5000f, 0.1f);
}
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightForceField>(fieTwilight.hornTransform, vector, null, fieTwilight);
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightSpellEffect>(fieTwilight.hornTransform, Vector3.zero, null);
fieTwilight.SetDialog(100, FieMasterData<GDEWordScriptsListData>.I.GetMasterData(GDEItemKeys.WordScriptsList_P_MAGIC_ABILITY_MAGIC_BUBBLE_1), FieMasterData<GDEWordScriptsListData>.I.GetMasterData(GDEItemKeys.WordScriptsList_P_MAGIC_ABILITY_MAGIC_BUBBLE_2));
FieManagerBehaviour<FieActivityManager>.I.RequestLobbyOnlyActivity(gameCharacter, FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_MAGIC_ABILITY_3), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_MAGIC_ABILITY_3));
float cooldown = 60f;
fieTwilight.abilitiesContainer.SetCooldown<FieStateMachineTwilightForceField>(cooldown);
_isEnd = true;
}
}
}
public override float getDelay()
{
return 0.3f;
}
public override string getSignature()
{
return "magic_bubble";
}
public override void initialize(FieGameCharacter gameCharacter)
{
defaultCoolDown = 60f;
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachinePoniesAttackIdle);
}
public override FieAbilityActivationType getActivationType()
{
return FieAbilityActivationType.COOLDOWN;
}
}
}