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- using System;
- using UnityEngine;
- public class AirBombAction : BaseBehaviour
- {
- private void Awake()
- {
- this.stateMachine = base.GetComponent<StateMachine>();
- this.spineAnim = base.GetComponent<SpineAnimationController>();
- }
- private void Start()
- {
- this.stateMachine.AddStates(typeof(AirBombAction.StateEnum));
- this.stateMachine.OnEnter += this.OnMyStateEnter;
- this.AnimChangeState(AirBombAction.StateEnum.Idle);
- }
- private void Update()
- {
- float num = Vector2.Distance(base.transform.position, R.Player.Transform.position + Vector3.up);
- if (num < 3.5f && !this.attack1)
- {
- this.Attack1();
- }
- }
- private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
- {
- AirBombAction.StateEnum stateEnum = EnumTools.ToEnum<AirBombAction.StateEnum>(args.state, false);
- if (stateEnum != AirBombAction.StateEnum.Idle)
- {
- if (stateEnum == AirBombAction.StateEnum.Atk1)
- {
- this.spineAnim.Play(stateEnum, false, true, 1f);
- }
- }
- else
- {
- this.spineAnim.Play(stateEnum, true, false, 1f);
- }
- }
- public void Attack1()
- {
- this.attack1 = true;
- this.AnimChangeState(AirBombAction.StateEnum.Atk1);
- }
- private void AnimChangeState(AirBombAction.StateEnum state)
- {
- this.stateMachine.SetState(state);
- }
- private StateMachine stateMachine;
- private SpineAnimationController spineAnim;
- private bool attack1;
- public enum StateEnum
- {
- Idle,
- Atk1
- }
- public enum NormalSta
- {
- Idle
- }
- public enum DieSta
- {
- Atk1
- }
- }
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