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- using System;
- using ExtensionMethods;
- using UnityEngine;
- public class AirRobotAction : EnemyBaseAction
- {
- protected override void Start()
- {
- this.stateMachine.AddStates(typeof(AirRobotAction.StateEnum));
- this.stateMachine.OnEnter += this.OnMyStateEnter;
- this.stateMachine.OnTransfer += this.OnStateTransfer;
- base.AnimChangeState(AirRobotAction.StateEnum.Idle, 1f);
- base.transform.position = base.transform.position.SetY(base.transform.position.y + 2.5f);
- }
- protected override void Update()
- {
- this.eAttr.stiffTime = Mathf.Clamp(this.eAttr.stiffTime - Time.deltaTime, 0f, float.PositiveInfinity);
- float gravity = (float)((!this.InGravitySta()) ? 0 : 1);
- this.eAttr.timeController.SetGravity(gravity);
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- this.isAutoMoveing = false;
- }
- if (!this.isAutoMoveing || SingletonMono<WorldTime>.Instance.IsFrozen)
- {
- return;
- }
- float num = Mathf.Abs(this.eAttr.moveSpeed * Time.deltaTime);
- Vector3 position = base.transform.position += new Vector3(num * (float)this.eAttr.faceDir, 0f, 0f);
- position.y = Mathf.Clamp(position.y, LayerManager.YNum.GetGroundHeight(base.gameObject) + 0.5f, float.PositiveInfinity);
- base.transform.position = position;
- }
- private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
- {
- string state = args.state;
- if (state != null)
- {
- if (!(state == "Die") && !(state == "HitFall") && !(state == "HitGround"))
- {
- if (state == "Fall" || state == "Idle" || state == "MoveHorizontal")
- {
- this.spineAnim.Play(args.state, true, false, 1f);
- }
- }
- else
- {
- this.spineAnim.Play(args.state, false, true, 1f);
- }
- }
- }
- private void OnStateTransfer(object sender, StateMachine.TransferEventArgs args)
- {
- if (this.ExitAtkSta(args.lastState, args.nextState))
- {
- this.eAttr.paBody = false;
- }
- if (args.nextState == "MoveHorizontal")
- {
- R.Audio.PlayEffect(87, new Vector3?(base.transform.position));
- }
- }
- public override bool IsInNormalState()
- {
- return this.stateMachine.currentState.IsInArray(AirRobotAction.NormalSta) && base.IsInNormalState();
- }
- public override bool IsInDeadState(string state)
- {
- return state.IsInArray(AirRobotAction.DieSta);
- }
- private bool InGravitySta()
- {
- return this.stateMachine.currentState.IsInArray(AirRobotAction.GravitySta);
- }
- public override void Idle1()
- {
- if (!this.IsInNormalState())
- {
- return;
- }
- base.AnimChangeState(AirRobotAction.StateEnum.Idle, 1f);
- }
- public override void AnimReady()
- {
- base.AnimChangeState(AirRobotAction.StateEnum.Idle, 1f);
- }
- public override void AnimMove()
- {
- base.AnimChangeState(AirRobotAction.StateEnum.MoveHorizontal, 1f);
- }
- protected override bool EnterAtkSta(string lastState, string nextState)
- {
- return false;
- }
- protected override bool ExitAtkSta(string lastState, string nextState)
- {
- return false;
- }
- public override bool IsInAttackState()
- {
- return false;
- }
- public override bool IsInWeakSta()
- {
- return this.eAttr.inWeakState;
- }
- private static readonly string[] NormalSta = new string[]
- {
- "Idle",
- "MoveHorizontal"
- };
- private static readonly string[] DieSta = new string[]
- {
- "Die",
- "Fall",
- "HitFall",
- "HitGround"
- };
- private static readonly string[] GravitySta = new string[]
- {
- "Fall",
- "HitFall",
- "HitGround"
- };
- public enum StateEnum
- {
- Atk1,
- Atk1End,
- Atk1Ready,
- Die,
- Fall,
- GetUp,
- Hit1,
- HitFall,
- HitGround,
- Idle,
- MoveHorizontal,
- MoveVertical,
- DieFly,
- DieFall,
- DieHitGround,
- Hit2,
- EMP,
- HitToFly,
- Atk2,
- Atk2End,
- Atk2Ready
- }
- }
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