FiE-Game/Assets/Scripts/Fie/Ponies/FieStateMachinePoniesMove.cs

90 lines
2.4 KiB
C#

using Fie.Object;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Ponies
{
public class FieStateMachinePoniesMove : FieStateMachineGameCharacterBase
{
private const float MOVE_THRESHOLD = 0.05f;
private const float WALK_FORCE_THRESHOLD = 0.2f;
private const float WALK_MOVESPEED_MAGNI = 0.5f;
private bool _isEnd;
private Type _nextState;
private float _physicalSinWave;
private bool _nowMoving;
public override void updateState<T>(ref T gameCharacter)
{
if (gameCharacter is FiePonies)
{
if (gameCharacter.externalInputForce <= 0.3f)
{
_isEnd = true;
_nextState = typeof(FieStateMachinePoniesIdle);
}
else
{
FiePonies fiePonies = gameCharacter as FiePonies;
Vector3 externalInputVector = gameCharacter.externalInputVector;
externalInputVector.z = externalInputVector.y * 0.5f;
externalInputVector.y = 0f;
float num = 0.38f;
Vector3 velocity = gameCharacter.GetComponent<Rigidbody>().velocity;
float num2 = Math.Abs(velocity.x);
float num3 = num2 / 5f;
float defaultMoveSpeed = gameCharacter.getDefaultMoveSpeed();
_physicalSinWave += 3f * Time.deltaTime;
float timescale = Mathf.Min(Mathf.Max(num3 / 0.1f, 0.25f), 1f);
gameCharacter.animationManager.SetAnimation(2, isLoop: true);
gameCharacter.animationManager.SetAnimationTimescale(2, timescale);
_nowMoving = true;
gameCharacter.addMoveForce(externalInputVector * (defaultMoveSpeed * num), 0.1f);
Vector3 normalVec = (gameCharacter.getNowMoveForce().normalized + Vector3.down * (0.75f * Mathf.Sin(_physicalSinWave))) * -1f;
fiePonies.physicalForce.SetPhysicalForce(normalVec, 1000f, 0.5f);
}
}
}
public override void initialize(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.isEnableAutoFlip = true;
}
}
public override void terminate(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
gameCharacter.animationManager.ResetAllAnimationTimescale();
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;
}
}
}