mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 23:37:59 +01:00
59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
using Fie.Object;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fie.Ponies.Twilight
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{
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public class FieStateMachineTwilightBaseShotCharging : FieStateMachineGameCharacterBase
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{
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private const float BASE_SHOT_DELAY = 0.25f;
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private bool _isEnd;
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public override void updateState<T>(ref T gameCharacter)
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{
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if (!_isEnd)
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{
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FieTwilight fieTwilight = gameCharacter as FieTwilight;
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if (!(fieTwilight == null))
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{
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float num = fieTwilight.healthStats.maxShield * (0.1f * fieTwilight.baseAttackConsumeShieldRate);
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fieTwilight.baseAttackChargedForce += Time.deltaTime * fieTwilight.baseAttackChargingTimeRate;
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fieTwilight.damageSystem.calcShieldDirect((0f - num) * Time.deltaTime);
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fieTwilight.damageSystem.setRegenerateDelay(fieTwilight.healthStats.regenerateDelay * 0.2f, roundToBigger: true);
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if (fieTwilight.healthStats.shield <= 0f)
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{
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_isEnd = true;
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}
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}
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}
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}
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public override float getDelay()
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{
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return 0.25f;
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}
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public override bool isEnd()
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{
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return _isEnd;
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}
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public override List<Type> getAllowedStateList()
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{
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List<Type> list = new List<Type>();
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list.Add(typeof(FieStateMachinePoniesAttackIdle));
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list.Add(typeof(FieStateMachineTwilightBaseShotActivator));
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list.Add(typeof(FieStateMachineTwilightForceField));
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list.Add(typeof(FieStateMachineTwilightSparklyCannon));
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list.Add(typeof(FieStateMachineTwilightSummonArrow));
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return list;
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}
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public override Type getNextState()
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{
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return typeof(FieStateMachineTwilightBaseShotActivator);
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}
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}
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}
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