FiE-Game/Assets/Scripts/Fie/AI/FieAITaskFlightlingAlphaShot.cs

89 lines
2.1 KiB
C#

using Fie.Enemies.HoovesRaces.ChangelingAlpha;
using Fie.Object;
using System;
using UnityEngine;
namespace Fie.AI
{
public class FieAITaskFlightlingAlphaShot : FieAITaskBase
{
private enum ShotState
{
PREPARE,
CONCENTRATE,
DO,
DELAY
}
private const float CONCENTRATE_TIME = 2f;
private const float SHOOTING_DELAY = 1.25f;
private float _timeCount;
private ShotState _state;
private bool _isEndState;
public override void Initialize(FieAITaskController manager)
{
_timeCount = 0f;
_state = ShotState.PREPARE;
_isEndState = false;
}
public override bool Task(FieAITaskController manager)
{
_timeCount += Time.deltaTime;
if (_isEndState)
{
return true;
}
if (!(manager.ownerCharacter != null))
{
return true;
}
if (manager.ownerCharacter.detector.lockonTargetObject == null)
{
return true;
}
switch (_state)
{
case ShotState.PREPARE:
{
manager.ownerCharacter.RequestToChangeState<FieStateMachineChangelingAlphaConcentration>(manager.ownerCharacter.flipDirectionVector, 0f, FieGameCharacter.StateMachineType.Base);
FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine();
if (currentStateMachine is FieStateMachineChangelingAlphaConcentration)
{
currentStateMachine.stateChangeEvent += delegate(Type fromType, Type toType)
{
if (toType != typeof(FieStateMachineChangelingAlphaShoot))
{
nextStateWeightList[typeof(FieAITaskChangelingBackstep)] = 100;
_isEndState = true;
}
};
}
if (!(_timeCount >= 2f))
{
break;
}
_state = ShotState.DO;
goto case ShotState.DO;
}
case ShotState.DO:
manager.ownerCharacter.RequestToChangeState<FieStateMachineChangelingAlphaShoot>(manager.ownerCharacter.flipDirectionVector, 0f, FieGameCharacter.StateMachineType.Base);
_timeCount = 0f;
_state = ShotState.DELAY;
break;
case ShotState.DELAY:
if (_timeCount >= 1.25f)
{
return true;
}
break;
}
return false;
}
}
}