mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 23:37:59 +01:00
135 lines
3.2 KiB
C#
135 lines
3.2 KiB
C#
using Fie.Enemies.HoovesRaces;
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using Fie.Enemies.HoovesRaces.Changeling;
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using Fie.Object;
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using UnityEngine;
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namespace Fie.AI
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{
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public class FieAITaskChangelingShoot : FieAITaskBase
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{
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private enum ShootState
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{
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STATE_RANGE_CALIBRATION,
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STATE_PREPARE,
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STATE_SHOOT
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}
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private const int SHOT_COUNT_MIN = 2;
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private const int SHOT_COUNT_MAX = 2;
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private const float RUNAWAY_SEC_MAX = 2f;
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private const float RUNAWAY_SEC_MIN = 1.5f;
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public const float SHOOT_DISTANCE = 2.5f;
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public const float EXECUTABLE_INTERVAL = 1f;
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private int _maxShotCount;
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private int _shotCount;
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private bool _isEndState;
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public float _runAwayCount;
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public float _currentRunAwayCount;
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private ShootState _shootState;
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public FieAITaskChangelingShoot()
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{
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_maxShotCount = Random.Range(2, 3);
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}
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public override void Initialize(FieAITaskController manager)
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{
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_maxShotCount = 0;
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_shotCount = 0;
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_isEndState = false;
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_currentRunAwayCount = 0f;
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_shootState = ShootState.STATE_RANGE_CALIBRATION;
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_runAwayCount = Random.Range(1.5f, 2f);
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}
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public override bool Task(FieAITaskController manager)
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{
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if (manager.ownerCharacter.groundState != 0)
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{
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return true;
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}
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if (manager.getExecutedTaskInterval(typeof(FieAITaskChangelingShoot)) < 1f)
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{
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manager.AddQueueTask<FieAITaskChangelingBackstep>();
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return true;
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}
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if (!(manager.ownerCharacter.detector.lockonTargetObject != null))
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{
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return true;
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}
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switch (_shootState)
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{
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case ShootState.STATE_RANGE_CALIBRATION:
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{
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float num = Vector3.Distance(manager.ownerCharacter.transform.position, manager.ownerCharacter.detector.lockonTargetObject.transform.position);
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if (num < 2.5f)
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{
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_currentRunAwayCount += Time.deltaTime;
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if (_currentRunAwayCount > _runAwayCount)
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{
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manager.AddQueueTask<FieAITaskChangelingBackstep>();
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manager.AddQueueTask<FieAITaskChangelingMelee>();
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return true;
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}
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Vector3 vector = manager.ownerCharacter.detector.lockonTargetObject.transform.position - manager.ownerCharacter.transform.position;
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vector.y = (vector.z = 0f);
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vector *= -1f;
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vector.Normalize();
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if (vector.y > 0.5f)
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{
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vector.y = 0.5f;
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vector.Normalize();
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}
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manager.ownerCharacter.RequestToChangeState<FieStateMachineEnemiesHoovesRacesMove>(vector, 1f, FieGameCharacter.StateMachineType.Base);
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}
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else
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{
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_shootState = ShootState.STATE_PREPARE;
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}
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break;
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}
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case ShootState.STATE_PREPARE:
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{
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manager.ownerCharacter.RequestToChangeState<FieStateMachineChangelingShoot>(Vector3.zero, 1f, FieGameCharacter.StateMachineType.Base);
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FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
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if (!(currentStateMachine is FieStateMachineChangelingShoot))
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{
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return true;
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}
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currentStateMachine.stateChangeEvent += delegate
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{
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_shotCount++;
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if (_shotCount < _maxShotCount)
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{
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_shootState = ShootState.STATE_PREPARE;
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}
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else
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{
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_isEndState = true;
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}
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};
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_shootState = ShootState.STATE_SHOOT;
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break;
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}
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case ShootState.STATE_SHOOT:
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if (_isEndState)
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{
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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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