mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 07:47:59 +01:00
72 lines
1.8 KiB
C#
72 lines
1.8 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.Enemies.HoovesRaces.ChangelingAlpha
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{
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public class FieStateMachineEnemiesChangelingAlphaMove : FieStateMachineGameCharacterBase
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{
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private const float MOVE_THRESHOLD = 0.02f;
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private const float WALK_FORCE_THRESHOLD = 0.3f;
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private const float WALK_MOVESPEED_MAGNI = 0.25f;
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private bool _isEnd;
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private Type _nextState;
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public override void updateState<T>(ref T gameCharacter)
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{
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if (gameCharacter is FieChangelingAlpha)
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{
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Vector3 externalInputVector = gameCharacter.externalInputVector;
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externalInputVector.z = externalInputVector.y * 0.5f;
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externalInputVector.y = 0f;
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Vector3 velocity = gameCharacter.GetComponent<Rigidbody>().velocity;
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float num = Math.Abs(velocity.x);
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float num2 = num / 5f;
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float defaultMoveSpeed = gameCharacter.getDefaultMoveSpeed();
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float timescale = Mathf.Min(Mathf.Max(num2 / 0.1f, 0.25f), 1.5f);
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gameCharacter.animationManager.SetAnimation(1, isLoop: true);
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gameCharacter.animationManager.SetAnimationTimescale(1, timescale);
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defaultMoveSpeed *= 0.25f;
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gameCharacter.addMoveForce(externalInputVector * (defaultMoveSpeed * gameCharacter.externalInputForce), 0.4f);
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}
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}
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public override void initialize(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 terminate(FieGameCharacter gameCharacter)
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{
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if (!(gameCharacter == null))
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{
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gameCharacter.isEnableAutoFlip = false;
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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 _nextState;
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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(FieStateMachineAnyConsider));
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return list;
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}
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}
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}
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