mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 06:17:58 +01:00
172 lines
4.8 KiB
C#
172 lines
4.8 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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using UnityEngine;
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using Event = Spine.Event;
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namespace Fie.Enemies.HoovesRaces.QueenChrysalis
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{
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public class FieStateMachineQueenChrysalisCrucible : FieStateMachineGameCharacterBase
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{
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private enum AttackState
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{
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KICK_START,
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KICK,
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FLYBY,
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FINISHED
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}
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private Type _nextState = typeof(FieStateMachineQueenChrysalisIdle);
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private AttackState _attackingState;
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private bool _isEnd;
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private bool _isMidAirAttack;
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private int _attackCount;
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private FieEmitObjectQueenChrysalisHornEffect _hornEffect;
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private List<Vector3> _hittedPosition = new List<Vector3>();
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public override void initialize(FieGameCharacter gameCharacter)
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{
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FieQueenChrysalis fieQueenChrysalis = gameCharacter as FieQueenChrysalis;
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if (!(fieQueenChrysalis == null))
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{
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autoFlipToEnemy(fieQueenChrysalis);
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fieQueenChrysalis.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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gameCharacter.isEnableGravity = true;
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gameCharacter.isEnableCollider = true;
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if ((bool)_hornEffect)
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{
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_hornEffect.Kill();
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}
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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 FieQueenChrysalis)
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{
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FieQueenChrysalis chrysalis = gameCharacter as FieQueenChrysalis;
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switch (_attackingState)
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{
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case AttackState.KICK_START:
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if (chrysalis.groundState != 0)
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{
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_isEnd = true;
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}
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else
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{
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TrackEntry trackEntry2 = chrysalis.animationManager.SetAnimation(16, isLoop: false, isForceSet: true);
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_hornEffect = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisHornEffect>(chrysalis.hornTransform, Vector3.zero, null);
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if (trackEntry2 != null)
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{
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trackEntry2.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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FieEmitObjectQueenChrysalisCrucibleCircle fieEmitObjectQueenChrysalisCrucibleCircle = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisCrucibleCircle>(chrysalis.leftFrontHoofTransform, Vector3.forward, null, chrysalis);
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if (fieEmitObjectQueenChrysalisCrucibleCircle != null)
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{
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fieEmitObjectQueenChrysalisCrucibleCircle.transform.rotation = Quaternion.identity;
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fieEmitObjectQueenChrysalisCrucibleCircle.hitEvent += CrucibleCircle_hitEvent;
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}
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if ((bool)_hornEffect)
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{
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_hornEffect.Kill();
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}
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}
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if (trackIndex.Data.Name == "finished")
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{
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_attackingState = AttackState.FLYBY;
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}
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};
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trackEntry2.Complete += delegate
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{
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_attackingState = AttackState.FLYBY;
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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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_attackingState = AttackState.KICK;
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}
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break;
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case AttackState.FLYBY:
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{
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if ((bool)_hornEffect)
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{
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_hornEffect.Kill();
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}
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TrackEntry trackEntry = chrysalis.animationManager.SetAnimation(15, 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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foreach (Vector3 item in _hittedPosition)
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{
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FieEmitObjectQueenChrysalisCrucibleBurst fieEmitObjectQueenChrysalisCrucibleBurst = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisCrucibleBurst>(chrysalis.transform, Vector3.zero, null, chrysalis);
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fieEmitObjectQueenChrysalisCrucibleBurst.transform.position = item;
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}
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}
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if (trackIndex.Data.Name == "activate")
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{
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FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisCommonActivationEffect>(chrysalis.leftFrontHoofTransform, Vector3.zero, null, chrysalis);
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}
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if (trackIndex.Data.Name == "move")
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{
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chrysalis.isEnableGravity = false;
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Vector3 moveForce = Vector3.up * trackIndex.Float;
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chrysalis.setMoveForce(moveForce, 0.5f);
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}
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};
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trackEntry.Complete += delegate
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{
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_nextState = typeof(FieStateMachineQueenChrysalisJumpIdle);
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_isEnd = true;
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};
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}
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_attackingState = AttackState.FINISHED;
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break;
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}
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}
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}
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}
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private void CrucibleCircle_hitEvent(Vector3 point)
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{
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_hittedPosition.Add(point);
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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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