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

69 lines
2.5 KiB
C#

using Fie.Manager;
using Fie.Object;
using Fie.Utility;
using GameDataEditor;
using System;
using UnityEngine;
namespace Fie.Ponies.Twilight
{
public class FieStateMachineTwilightShinyArrow : FieStateMachineGameCharacterBase
{
private const string SHINY_ARROW_SIGNATURE = "shiny_arrow";
private const float SHINY_ARROW_DELAY = 0.3f;
private const float SHINY_ARROW_DEFAULT_COOLDOWN = 8f;
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, 0.5f);
}
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightShinyArrow>(fieTwilight.hornTransform, vector, fieTwilight.detector.getLockonEnemyTransform(isCenter: true), fieTwilight);
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectTwilightSpellEffect>(fieTwilight.hornTransform, Vector3.zero, null);
fieTwilight.SetDialog(FieMasterData<GDEWordScriptTriggerTypeData>.I.GetMasterData(GDEItemKeys.WordScriptTriggerType_WS_TRIGGER_TYPE_USED_ABILITY));
FieManagerBehaviour<FieActivityManager>.I.RequestLobbyOnlyActivity(gameCharacter, FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_MAGIC_ABILITY_1), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_MAGIC_ABILITY_1));
_isEnd = true;
}
}
}
public override float getDelay()
{
return 0.3f;
}
public string getSignature()
{
return "shiny_arrow";
}
private void emitShot()
{
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachinePoniesAttackIdle);
}
}
}