mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 23:37:59 +01:00
92 lines
2.3 KiB
C#
92 lines
2.3 KiB
C#
using Fie.Object;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace Fie.Enemies.HoovesRaces
|
|
{
|
|
public class FieStateMachineEnemiesHoovesRacesMove : FieStateMachineGameCharacterBase
|
|
{
|
|
private const float MOVE_THRESHOLD = 0.02f;
|
|
|
|
private const float WALK_FORCE_THRESHOLD = 0.3f;
|
|
|
|
private const float WALK_MOVESPEED_MAGNI = 0.5f;
|
|
|
|
private bool _isEnd;
|
|
|
|
private Type _nextState;
|
|
|
|
private float _physicalSinWave;
|
|
|
|
public override void updateState<T>(ref T gameCharacter)
|
|
{
|
|
if (gameCharacter is FieEnemiesHoovesRaces)
|
|
{
|
|
Vector3 externalInputVector = gameCharacter.externalInputVector;
|
|
externalInputVector.z = externalInputVector.y * 0.5f;
|
|
externalInputVector.y = 0f;
|
|
float externalInputForce = gameCharacter.externalInputForce;
|
|
Vector3 velocity = gameCharacter.GetComponent<Rigidbody>().velocity;
|
|
float num = Math.Abs(velocity.x);
|
|
float num2 = num / 5f;
|
|
float num3 = gameCharacter.getDefaultMoveSpeed();
|
|
_physicalSinWave += 10f * Time.deltaTime;
|
|
if (num2 <= 0.02f)
|
|
{
|
|
_physicalSinWave = 0f;
|
|
}
|
|
else if (num2 <= 0.3f)
|
|
{
|
|
float timescale = Mathf.Min(Mathf.Max(num2 / 0.1f, 0.25f), 1.5f);
|
|
gameCharacter.animationManager.SetAnimation(1, isLoop: true);
|
|
gameCharacter.animationManager.SetAnimationTimescale(1, timescale);
|
|
if (externalInputForce < 0.6f)
|
|
{
|
|
num3 *= 0.5f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float timescale2 = Mathf.Min(Mathf.Max(num2, 1f) / 0.5f, 1f);
|
|
gameCharacter.animationManager.SetAnimation(2, isLoop: true);
|
|
gameCharacter.animationManager.SetAnimationTimescale(2, timescale2);
|
|
}
|
|
gameCharacter.addMoveForce(externalInputVector * (num3 * gameCharacter.externalInputForce), 0.4f);
|
|
}
|
|
}
|
|
|
|
public override void initialize(FieGameCharacter gameCharacter)
|
|
{
|
|
if (!(gameCharacter == null))
|
|
{
|
|
gameCharacter.isEnableAutoFlip = true;
|
|
}
|
|
}
|
|
|
|
public override void terminate(FieGameCharacter gameCharacter)
|
|
{
|
|
if (!(gameCharacter == null))
|
|
{
|
|
gameCharacter.isEnableAutoFlip = false;
|
|
}
|
|
}
|
|
|
|
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(FieStateMachineAnyConsider));
|
|
return list;
|
|
}
|
|
}
|
|
}
|