mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 07:47:59 +01:00
96 lines
2.1 KiB
C#
96 lines
2.1 KiB
C#
using Fie.Manager;
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using Fie.Object;
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using Spine;
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using System;
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using System.Collections.Generic;
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namespace Fie.Enemies.HoovesRaces.Changeling
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{
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public class FieStateMachineChangelingVortex : FieStateMachineGameCharacterBase
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{
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private enum MeleeState
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{
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MELEE_START,
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MELEE
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}
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private MeleeState _meleeState;
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private bool _isEnd;
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public override void initialize(FieGameCharacter gameCharacter)
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{
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FieChangeling fieChangeling = gameCharacter as FieChangeling;
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if (!(fieChangeling == null))
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{
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autoFlipToEnemy(fieChangeling);
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fieChangeling.isEnableAutoFlip = false;
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}
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}
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public override void terminate(FieGameCharacter gameCharacter)
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{
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if (!(gameCharacter == null))
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{
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gameCharacter.isEnableAutoFlip = true;
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}
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}
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public override void updateState<T>(ref T gameCharacter)
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{
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if (gameCharacter is FieChangeling)
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{
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FieChangeling changeling = gameCharacter as FieChangeling;
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if (_meleeState == MeleeState.MELEE_START)
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{
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if (changeling.groundState == FieObjectGroundState.Grounding)
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{
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TrackEntry trackEntry = changeling.animationManager.SetAnimation(14, isLoop: false, isForceSet: true);
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if (trackEntry != null)
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{
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trackEntry.Event += delegate(TrackEntry state, Event trackIndex)
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{
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if (trackIndex.Data.Name == "fire")
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{
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectChangelingVortex>(changeling.transform, changeling.flipDirectionVector, null, changeling);
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}
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if (trackIndex.Data.Name == "finished")
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{
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_isEnd = true;
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}
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};
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trackEntry.Complete += delegate
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{
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_isEnd = true;
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};
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}
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else
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{
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_isEnd = true;
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}
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}
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else
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{
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_isEnd = true;
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}
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_meleeState = MeleeState.MELEE;
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}
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}
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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 Type getNextState()
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{
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return typeof(FieStateMachineCommonIdle);
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}
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public override List<Type> getAllowedStateList()
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{
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return new List<Type>();
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}
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}
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}
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