using System; using ExtensionMethods; using UnityEngine; public class DaoPaoAction : EnemyBaseAction { protected override void Start() { this.stateMachine.AddStates(typeof(DaoPaoAction.StateEnum)); this.stateMachine.OnEnter += this.OnMyStateEnter; this.stateMachine.OnTransfer += this.OnStateTransfer; base.AnimChangeState(DaoPaoAction.StateEnum.Idle, 1f); } private void FixedUpdate() { if (this.stateMachine.currentState == "HitToFly3") { Vector2 currentSpeed = this.eAttr.timeController.GetCurrentSpeed(); float f = currentSpeed.x; f = Mathf.Clamp(Mathf.Abs(f) - this._airFric * Time.fixedDeltaTime, 0f, float.MaxValue) * Mathf.Sign(f); currentSpeed.x = Mathf.Clamp(Mathf.Abs(f) - this._airFric * Time.fixedDeltaTime, 0f, float.PositiveInfinity) * Mathf.Sign(f); this.eAttr.timeController.SetSpeed(currentSpeed); } } protected override void Update() { base.Update(); if (this.stateMachine.currentState == "HitToFly3") { Vector2 currentSpeed = this.eAttr.timeController.GetCurrentSpeed(); if (currentSpeed.y > 0f) { currentSpeed.y = 0f; this.eAttr.timeController.SetSpeed(currentSpeed); } } } private void OnStateTransfer(object sender, StateMachine.TransferEventArgs args) { base.GetComponent().StopFollowLeftHand(); this.atkBox.GetComponent().enabled = true; if (this.ExitAtkSta(args.lastState, args.nextState)) { this.eAttr.paBody = false; this.atkBox.localScale = Vector3.zero; } if (args.nextState == "DaoAtk2") { base.GetComponent().Atk2Start(); } if (this.EnterAtkSta(args.lastState, args.nextState)) { base.GetComponentInChildren().atkId = Incrementor.GetNextId(); } if (args.nextState == "HitToFly3") { Vector2 currentSpeed = this.eAttr.timeController.GetCurrentSpeed(); currentSpeed.y = 0f; this.eAttr.timeController.SetSpeed(currentSpeed); this.eAttr.timeController.SetGravity(0f); } if (args.lastState == "HitToFly3" && !this.eAttr.willBeExecute) { this.eAttr.timeController.SetGravity(1f); } if (args.nextState.IsInArray(DaoPaoAction.NormalSta)) { this.hurtBox.localScale = Vector3.one; this.eAttr.timeController.SetGravity(1f); } if (args.nextState == "Jump" || args.nextState == "PaoAtk3") { this.eAttr.timeController.SetSpeed(Vector2.zero); this.eAttr.timeController.SetGravity(0f); this.hurtBox.localScale = Vector3.one; } } private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args) { string state = args.state; switch (state) { case "Atk1": case "Atk1Ready": case "DaoAtk1": case "DaoAtk6_1": case "DaoAtk2Ready": case "DaoAtk6_2Ready": case "PaoAtk1": case "PaoAtk2": case "DaoAtk3": case "DaoAtk4": case "DaoAtk5": case "PaoAtk3": case "DaoPaoAtk1": this.spineAnim.Play(args.state, false, true, this.eAttr.atkSpeed); break; case "DaoAtk2": case "DaoAtk6_2": this.spineAnim.Play(args.state, true, false, this.eAttr.atkSpeed); break; case "FallHitGround": case "GetUp": case "Hit1": case "HitToFly1": case "HitToFly3": case "AirDie": case "HitGround": case "AirFly": case "AirFly2": case "HitWall": case "Idle2": case "Idle3": case "PaoAtk1ToIdle": case "Execute": case "Jump": case "JumpBack": case "RunAway": case "RunAwayReady": case "RunAwayEnd": case "MoveSlow": this.spineAnim.Play(args.state, false, true, 1f); break; case "Die": case "ExecuteDie": case "Die2": case "Null": this.spineAnim.Play(args.state, false, true, 1f); break; case "EMP": case "Fall": case "HitFall": case "AirDiePre": case "Idle": case "Move": case "DaoAtk2HitBack": case "HitToFly2": this.spineAnim.Play(args.state, true, false, 1f); break; } } public override bool IsInNormalState() { return this.stateMachine.currentState.IsInArray(DaoPaoAction.NormalSta) && base.IsInNormalState(); } public override bool IsInDeadState(string state) { return state.IsInArray(DaoPaoAction.DeadSta); } public void RollToIdle() { base.AnimChangeState("DaoAtk2HitBack", 1f); base.GetComponent().SetHitSpeed(new Vector2((float)(this.eAttr.faceDir * -4), 15f)); } public void Jump() { if (this.eAttr.isDead) { return; } if (!this.IsInNormalState()) { return; } base.AnimChangeState(DaoPaoAction.StateEnum.Jump, 1f); } public void JumpBack() { if (this.eAttr.isDead) { return; } if (!this.IsInNormalState()) { return; } this.eAttr.timeController.SetGravity(0f); base.AnimChangeState(DaoPaoAction.StateEnum.JumpBack, 1f); } public override void Idle2() { if (!this.IsInNormalState()) { return; } base.AnimChangeState(DaoPaoAction.StateEnum.Idle2, 1f); } public override void Idle3() { if (!this.IsInNormalState()) { return; } base.AnimChangeState(DaoPaoAction.StateEnum.Idle3, 1f); } public override void Attack1(int dir) { if (this.eAttr.isDead) { return; } if (!this.IsInNormalState()) { return; } base.ChangeFace(dir); base.AnimChangeState(DaoPaoAction.StateEnum.DaoAtk1, 1f); } public override void Attack2(int dir) { if (this.eAttr.isDead) { return; } if (!this.IsInNormalState()) { return; } base.ChangeFace(dir); base.AnimChangeState(DaoPaoAction.StateEnum.DaoAtk2Ready, 1f); } public override void Attack3(int dir) { if (this.eAttr.isDead) { return; } if (!this.IsInNormalState()) { return; } base.ChangeFace(dir); base.AnimChangeState(DaoPaoAction.StateEnum.PaoAtk1, 1f); } public override void Attack5(int dir) { if (this.eAttr.isDead) { return; } if (!this.IsInNormalState()) { return; } base.ChangeFace(dir); base.AnimChangeState(DaoPaoAction.StateEnum.PaoAtk2, 1f); } public override void Attack8(int dir) { if (this.eAttr.isDead) { return; } if (!this.IsInNormalState()) { return; } base.ChangeFace(dir); this.eAttr.timeController.SetSpeed(Vector2.zero); this.eAttr.timeController.SetGravity(0f); base.AnimChangeState(DaoPaoAction.StateEnum.DaoAtk5, 1f); } public override void Attack11(int dir) { if (this.eAttr.isDead) { return; } if (!this.IsInNormalState()) { return; } base.ChangeFace(dir); this.eAttr.timeController.SetSpeed(Vector2.zero); this.eAttr.timeController.SetGravity(0f); base.AnimChangeState(DaoPaoAction.StateEnum.DaoPaoAtk1, 1f); } public override void AnimMove() { base.AnimChangeState(DaoPaoAction.StateEnum.Move, 1f); } public override void AnimReady() { base.AnimChangeState(DaoPaoAction.StateEnum.Idle, 1f); } public override void SideStep() { if (this.eAttr.isDead) { return; } if (this.IsInSideStepState()) { return; } if (!this.eAttr.isOnGround) { return; } base.SideStep(); this.eAttr.timeController.SetSpeed(Vector2.zero); base.AnimChangeState(DaoPaoAction.StateEnum.JumpBack, 1f); } protected override bool EnterAtkSta(string lastState, string nextState) { return nextState.IsInArray(DaoPaoAction.AttackSta) && !lastState.IsInArray(DaoPaoAction.AttackSta); } protected override bool ExitAtkSta(string lastState, string nextState) { return !nextState.IsInArray(DaoPaoAction.AttackSta) && lastState.IsInArray(DaoPaoAction.AttackSta); } public override bool IsInAttackState() { return this.stateMachine.currentState.IsInArray(DaoPaoAction.AttackSta); } public override bool IsInWeakSta() { return this.eAttr.inWeakState; } public override bool IsInIdle() { return this.stateMachine.currentState == "Idle" || this.stateMachine.currentState == "Idle2" || this.stateMachine.currentState == "Idle3"; } public static readonly string[] AttackSta = new string[] { "DaoAtk1", "DaoAtk2", "DaoAtk2Ready", "PaoAtk1", "Atk1", "Atk1Ready", "PaoAtk2", "DaoAtk3", "DaoAtk4", "DaoAtk5", "PaoAtk3", "DaoAtk6_1", "DaoAtk6_2", "DaoAtk6_2Ready", "DaoPaoAtk1" }; public static readonly string[] DeadSta = new string[] { "AirDiePre", "AirDie", "Die", "ExecuteDie", "Die2", "Null" }; public static readonly string[] NormalSta = new string[] { "Idle", "IDle2", "Idle3", "Move", "MoveSlow", "Jump" }; private readonly float _airFric = 8f; [SerializeField] private SkeletonUtilityBone gun; public enum StateEnum { DaoAtk1, DaoAtk2, DaoAtk2Ready, DaoAtk2HitBack, PaoAtk1, Die, EMP, Fall, FallHitGround, GetUp, Hit1, HitToFly1, HitToFly3, Idle, Idle2, Idle3, Move, HitGround, AirFly, AirFly2, HitWall, Atk1, Atk1Ready, AirDiePre, AirDie, PaoAtk1ToIdle, HitToFly2, Execute, ExecuteDie, Die2, Null, Jump, JumpBack, RunAway, RunAwayReady, RunAwayEnd, PaoAtk2, HitFall, DaoAtk3, DaoAtk4, DaoAtk5, MoveSlow, PaoAtk3, DaoAtk6_1, DaoAtk6_2, DaoAtk6_2Ready, DaoPaoAtk1 } }