FiE-Game/Assets/Scripts/Fie/Enemies/HoovesRaces/QueenChrysalis/FieStateMachineQueenChrysalisHormingShot.cs
2023-07-25 00:52:50 +05:00

121 lines
3.6 KiB
C#

using Fie.Manager;
using Fie.Object;
using Spine;
using System;
using System.Collections.Generic;
using UnityEngine;
using Event = Spine.Event;
namespace Fie.Enemies.HoovesRaces.QueenChrysalis
{
public class FieStateMachineQueenChrysalisHormingShot : FieStateMachineGameCharacterBase
{
private enum ShootState
{
STATE_PREPARE,
STATE_SHOOT
}
private ShootState _shootState;
private bool _isEnd;
private FieEmitObjectQueenChrysalisHornEffect _hornEffect;
public override void initialize(FieGameCharacter gameCharacter)
{
gameCharacter.isEnableAutoFlip = false;
}
public override void terminate(FieGameCharacter gameCharacter)
{
FieQueenChrysalis fieQueenChrysalis = gameCharacter as FieQueenChrysalis;
if (!(fieQueenChrysalis == null))
{
if ((bool)_hornEffect)
{
_hornEffect.Kill();
}
fieQueenChrysalis._isEffectivePull = false;
}
}
public override void updateState<T>(ref T gameCharacter)
{
FieQueenChrysalis chrysalis = gameCharacter as FieQueenChrysalis;
if (!(chrysalis == null))
{
if (chrysalis.detector.getLockonEnemyTransform() == null)
{
_isEnd = true;
}
else
{
ShootState shootState = _shootState;
if (shootState == ShootState.STATE_PREPARE)
{
TrackEntry trackEntry = chrysalis.animationManager.SetAnimation(28, isLoop: false, isForceSet: true);
FieEmitObjectQueenChrysalisShootingConcentration concentRation = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisShootingConcentration>(chrysalis.hornTransform, chrysalis.flipDirectionVector, chrysalis.detector.getLockonEnemyTransform(isCenter: true));
_hornEffect = FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisHornEffect>(chrysalis.hornTransform, Vector3.zero, null, chrysalis);
chrysalis._isEffectivePull = true;
if (trackEntry != null)
{
autoFlipToEnemy(chrysalis);
trackEntry.Event += delegate(TrackEntry state, Event trackIndex)
{
if (trackIndex.Data.Name == "fire")
{
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisHormingShot>(chrysalis.hornTransform, chrysalis.flipDirectionVector, chrysalis.detector.getLockonEnemyTransform(isCenter: true), chrysalis);
FieManagerBehaviour<FieEmittableObjectManager>.I.EmitObject<FieEmitObjectQueenChrysalisHormingShotActivateEffect>(chrysalis.hornTransform, Vector3.zero, null);
chrysalis._isEffectivePull = false;
}
if (trackIndex.Data.Name == "move")
{
Vector3 flipDirectionVector = chrysalis.flipDirectionVector;
Vector3 moveForce = flipDirectionVector * trackIndex.Float;
chrysalis.resetMoveForce();
chrysalis.setMoveForce(moveForce, 0f, useRound: false);
}
if (trackIndex.Data.Name == "finished")
{
if ((bool)_hornEffect)
{
_hornEffect.Kill();
}
concentRation.StopEffect();
_isEnd = true;
}
};
trackEntry.Complete += delegate
{
_isEnd = true;
};
}
else
{
_isEnd = true;
}
_shootState = ShootState.STATE_SHOOT;
}
}
}
}
public override bool isEnd()
{
return _isEnd;
}
public override Type getNextState()
{
return typeof(FieStateMachineQueenChrysalisPenetrateShot);
}
public override List<Type> getAllowedStateList()
{
List<Type> list = new List<Type>();
list.Add(typeof(FieStateMachineQueenChrysalisPenetrateShot));
return list;
}
}
}