mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
93 lines
2 KiB
C#
93 lines
2 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fie.Object
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{
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public abstract class FieStateMachineGameCharacterBase : FieStateMachineInterface
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{
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protected List<FieGameCharacter> targetGameCharacterList = new List<FieGameCharacter>();
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event StateChangeDelegate FieStateMachineInterface.stateChangeEvent
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{
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add
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{
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stateChangeEvent += value;
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}
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remove
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{
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stateChangeEvent -= value;
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}
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}
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private event StateChangeDelegate stateChangeEvent;
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public void terminateAndCallStateChangeEvent(FieGameCharacter gameCharacter, Type fromType, Type toType)
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{
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if (this.stateChangeEvent != null)
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{
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this.stateChangeEvent(fromType, toType);
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}
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terminate(gameCharacter);
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}
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public abstract void updateState<T>(ref T gameCharacter) where T : FieGameCharacter;
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public abstract bool isEnd();
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public abstract Type getNextState();
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public virtual void initialize(FieGameCharacter gameCharacter)
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{
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}
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public virtual void terminate(FieGameCharacter gameCharacter)
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{
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}
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protected void autoFlipToEnemy(FieGameCharacter gameCharacter)
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{
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if (!(gameCharacter == null))
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{
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FieGameCharacter lockonEnemyGameCharacter = gameCharacter.detector.getLockonEnemyGameCharacter();
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if (lockonEnemyGameCharacter != null)
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{
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Vector3 vector = lockonEnemyGameCharacter.transform.position - gameCharacter.transform.position;
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if (vector.x > 0f)
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{
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gameCharacter.setFlip(FieObjectFlipState.Right);
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}
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else
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{
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gameCharacter.setFlip(FieObjectFlipState.Left);
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}
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}
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}
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}
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public void addTargetGameCharacter(FieGameCharacter targetGameCharacter)
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{
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targetGameCharacterList.Add(targetGameCharacter);
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}
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public virtual List<Type> getAllowedStateList()
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{
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return new List<Type>();
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}
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public virtual float getDelay()
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{
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return 0f;
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}
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public virtual bool isFinished()
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{
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return isEnd();
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}
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public virtual bool isNotNetworkSync()
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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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