using System; using System.Collections.Generic; using ExtensionMethods; using UnityEngine; public class SpiderAction : EnemyBaseAction { static Dictionary _003C_003Ef__switch_0024map13; protected override void Start() { this.stateMachine.AddStates(typeof(SpiderAction.StateEnum)); this.stateMachine.OnEnter += this.OnMyStateEnter; this.stateMachine.OnTransfer += this.OnStateTransfer; base.AnimChangeState(SpiderAction.StateEnum.Show, 1f); } private void FixedUpdate() { if (this.stateMachine.currentState == "FlyToFall") { 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 == "FlyToFall") { 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(); if (this.ExitAtkSta(args.lastState, args.nextState)) { this.eAttr.paBody = false; this.atkBox.localScale = Vector3.zero; } if (args.nextState == "FlyToFall") { Vector2 currentSpeed = this.eAttr.timeController.GetCurrentSpeed(); currentSpeed.y = 0f; this.eAttr.timeController.SetSpeed(currentSpeed); this.eAttr.timeController.SetGravity(0f); } if (args.lastState == "FlyToFall" && !this.eAttr.willBeExecute) { this.eAttr.timeController.SetGravity(1f); } if (args.lastState == "JumpForwad" || args.lastState == "JumpBack" || args.lastState == "Atk2") { this.eAttr.timeController.SetGravity(1f); } } private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args) { string state = args.state; if (state != null) { if (SpiderAction._003C_003Ef__switch_0024map13 == null) { SpiderAction._003C_003Ef__switch_0024map13 = new Dictionary(21) { { "Atk1", 0 }, { "Atk2", 0 }, { "Die", 0 }, { "Execute", 0 }, { "FallHitGround", 0 }, { "FlyToFall", 0 }, { "GetUp", 0 }, { "Hit1", 0 }, { "HitToFly1", 0 }, { "JumpBack", 0 }, { "JumpForward", 0 }, { "Null", 0 }, { "Show", 0 }, { "AirDieFlyToFall", 0 }, { "AirDieHitGround", 0 }, { "Fall", 1 }, { "HitToFly2", 1 }, { "Idle", 1 }, { "Move", 1 }, { "HitFall", 1 }, { "AirDieFall", 1 } }; } int num; if (SpiderAction._003C_003Ef__switch_0024map13.TryGetValue(state, out num)) { if (num != 0) { if (num == 1) { this.spineAnim.Play(args.state, true, false, 1f); } } else { this.spineAnim.Play(args.state, false, true, 1f); } } } } public override void Attack1(int dir) { if (this.eAttr.isDead) { return; } if (!this.IsInNormalState()) { return; } base.ChangeFace(dir); base.AnimChangeState(SpiderAction.StateEnum.Atk1, 1f); } public override void Attack2(int dir) { if (this.eAttr.isDead) { return; } if (!this.IsInNormalState()) { return; } base.ChangeFace(dir); this.eAttr.timeController.SetGravity(0f); base.AnimChangeState(SpiderAction.StateEnum.Atk2, 1f); } public void Jump(bool back) { if (this.eAttr.isDead) { return; } if (!this.IsInNormalState()) { return; } base.FaceToPlayer(); this.eAttr.timeController.SetGravity(0f); SpiderAction.StateEnum stateEnum = (!back) ? SpiderAction.StateEnum.JumpForward : SpiderAction.StateEnum.JumpBack; base.AnimChangeState(stateEnum, 1f); } public override void AnimMove() { base.AnimChangeState(SpiderAction.StateEnum.Move, 1f); } public override void AnimReady() { base.AnimChangeState(SpiderAction.StateEnum.Idle, 1f); } public override bool IsInNormalState() { return this.stateMachine.currentState.IsInArray(SpiderAction.NormalSta) && base.IsInNormalState(); } public override bool IsInAttackState() { return this.stateMachine.currentState.IsInArray(SpiderAction.AttackSta); } public override bool IsInDeadState(string state) { return state.IsInArray(SpiderAction.DieSta); } public override bool IsInWeakSta() { return this.eAttr.inWeakState; } protected override bool EnterAtkSta(string lastState, string nextState) { return nextState.IsInArray(SpiderAction.AttackSta) && !lastState.IsInArray(SpiderAction.AttackSta); } protected override bool ExitAtkSta(string lastState, string nextState) { return !nextState.IsInArray(SpiderAction.AttackSta) && lastState.IsInArray(SpiderAction.AttackSta); } public override bool IsInIdle() { return this.stateMachine.currentState == "Idle"; } public float airFric = 8f; public static readonly string[] NormalSta = new string[] { "Idle", "Move" }; public static readonly string[] AttackSta = new string[] { "Atk1", "Atk2" }; public static readonly string[] HurtSta = new string[] { "Fall", "FallHitGround", "FlyToFall", "Hit1", "HitToFly1", "HitToFly2", "HitFall" }; public static readonly string[] JumpSta = new string[] { "JumpForward", "JumpBack" }; public static readonly string[] DieSta = new string[] { "Die", "Null", "AirDieFlyToFall", "AirDieFall", "AirDieHitGround" }; public enum StateEnum { Idle, Move, Show, Atk1, Atk2, Die, Null, Execute, Fall, FallHitGround, FlyToFall, GetUp, Hit1, HitToFly1, HitToFly2, JumpForward, JumpBack, HitFall, AirDieFlyToFall, AirDieFall, AirDieHitGround } }