FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.Applejack/FieStateMachineApplejackRope.cs

69 lines
1.8 KiB
C#

using Fie.Manager;
using Fie.Object;
using GameDataEditor;
using System;
using System.Collections.Generic;
namespace Fie.Ponies.Applejack
{
[FieAbilityID(FieConstValues.FieAbility.ROPE)]
public class FieStateMachineApplejackRope : FieStateMachineAbilityBase
{
private const string ROPE_ABILITY_SIGNATURE = "rope";
public const float ROPE_DEFAULT_COOLDOWN = 3f;
private Type _nextState = typeof(FieStateMachinePoniesAttackIdle);
private bool _isEnd;
public override void updateState<T>(ref T gameCharacter)
{
if (!_isEnd && gameCharacter is FieApplejack)
{
FieApplejack fieApplejack = gameCharacter as FieApplejack;
FieStateMachineInterface fieStateMachineInterface = fieApplejack.getStateMachine().setState(typeof(FieStateMachineApplejackFireRope), isForceSet: false);
FieManagerBehaviour<FieActivityManager>.I.RequestLobbyOnlyActivity(gameCharacter, FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_TITLE_ELE_HONESTY_ABILITY_1), FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_ACTIVITY_NOTE_ELE_HONESTY_ABILITY_1));
_isEnd = true;
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
defaultCoolDown = 3f;
}
public override string getSignature()
{
return "rope";
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return _nextState;
}
public override List<Type> getAllowedStateList()
{
List<Type> list = new List<Type>();
list.Add(typeof(FieStateMachineApplejackRopeActionAir));
list.Add(typeof(FieStateMachineApplejackRopeAction));
return list;
}
public override FieAbilityActivationType getActivationType()
{
return FieAbilityActivationType.COOLDOWN;
}
public override bool isNotNetworkSync()
{
return true;
}
}
}