mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 23:37:59 +01:00
61 lines
2.1 KiB
C#
61 lines
2.1 KiB
C#
using Fie.Object;
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using Fie.Ponies.Applejack;
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using UnityEngine;
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namespace Fie.AI {
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public class FieAITaskApplejackBackstep : FieAITaskBase {
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private enum StepState {
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STATE_PREPARE,
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STATE_STEP
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}
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private const float ATTACK_DISTANCE = 15f;
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private bool _isEndState;
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private StepState _stepState;
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public override void Initialize(FieAITaskController manager) {
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_isEndState = false;
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_stepState = StepState.STATE_PREPARE;
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}
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public override bool Task(FieAITaskController manager) {
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if (manager.ownerCharacter.groundState != 0) {
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return true;
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}
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switch (_stepState) {
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case StepState.STATE_PREPARE: {
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Vector3 directionalVec = new Vector3(
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Random.Range(-1f, 1f),
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Random.Range(-1f, 1f),
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Random.Range(-1f, 1f)
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);
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manager.ownerCharacter.RequestToChangeState<FieStateMachineApplejackEvasion>(directionalVec, 1f, FieGameCharacter.StateMachineType.Base);
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FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
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if (currentStateMachine is FieStateMachineApplejackEvasion
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|| currentStateMachine is FieStateMachineApplejackBackstep
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|| currentStateMachine is FieStateMachineApplejackCharge) {
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currentStateMachine.stateChangeEvent += delegate {
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_isEndState = true;
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};
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_stepState = StepState.STATE_STEP;
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} else {
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_isEndState = true;
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}
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break;
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}
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case StepState.STATE_STEP:
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if (_isEndState) {
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return true;
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}
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break;
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}
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return false;
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}
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}
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}
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