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- using System;
- using UnityEngine;
- public class BombKillerAction : EnemyBaseAction
- {
- protected override void Start()
- {
- this.stateMachine.AddStates(typeof(BombKillerAction.StateEnum));
- this.stateMachine.OnEnter += this.OnMyStateEnter;
- this.stateMachine.OnTransfer += this.OnStateTransfer;
- base.AnimChangeState(BombKillerAction.StateEnum.Idle, 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.atk1Success)
- {
- Vector3 position = base.player.position;
- position.x = base.transform.position.x;
- base.player.position = position;
- }
- }
- private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
- {
- BombKillerAction.StateEnum stateEnum = EnumTools.ToEnum<BombKillerAction.StateEnum>(args.state, false);
- switch (stateEnum)
- {
- case BombKillerAction.StateEnum.Atk1Ready:
- case BombKillerAction.StateEnum.Atk1Success:
- case BombKillerAction.StateEnum.Atk1Fail:
- case BombKillerAction.StateEnum.Atk2:
- case BombKillerAction.StateEnum.Die:
- case BombKillerAction.StateEnum.ExecuteDie:
- case BombKillerAction.StateEnum.FlyToFall:
- case BombKillerAction.StateEnum.GetUp:
- case BombKillerAction.StateEnum.Hit1:
- case BombKillerAction.StateEnum.Hit2:
- case BombKillerAction.StateEnum.HitGround:
- case BombKillerAction.StateEnum.HitToFly1:
- case BombKillerAction.StateEnum.AirDie:
- case BombKillerAction.StateEnum.AirDieFlyToFall:
- case BombKillerAction.StateEnum.AirDieHitGround:
- case BombKillerAction.StateEnum.Null:
- this.spineAnim.Play(stateEnum, false, true, 1f);
- break;
- case BombKillerAction.StateEnum.Execute:
- case BombKillerAction.StateEnum.Fall:
- case BombKillerAction.StateEnum.HitToFly2:
- case BombKillerAction.StateEnum.Idle:
- case BombKillerAction.StateEnum.Move:
- case BombKillerAction.StateEnum.AirDieFall:
- case BombKillerAction.StateEnum.HitFall:
- this.spineAnim.Play(stateEnum, true, false, 1f);
- break;
- }
- }
- private void OnStateTransfer(object sender, StateMachine.TransferEventArgs args)
- {
- base.GetComponent<EnemyBaseHurt>().StopFollowLeftHand();
- 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 (this.ExitAtkSta(args.lastState, args.nextState) && this.atk1Success)
- {
- this.atk1Success = false;
- base.GetComponent<BombKillerAnimEvent>().GenerateExplosion_Atk1();
- }
- }
- public override void Attack1(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.ChangeFace(dir);
- base.AnimChangeState(BombKillerAction.StateEnum.Atk1Ready, 1f);
- }
- public void Atk1Success()
- {
- Vector3 position = base.transform.position;
- position.z = base.player.position.z - 0.01f;
- base.transform.position = position;
- this.atk1Success = true;
- }
- public override void Attack2(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.ChangeFace(dir);
- base.AnimChangeState(BombKillerAction.StateEnum.Atk2, 1f);
- }
- public override bool IsInIdle()
- {
- return this.stateMachine.currentState == "Idle";
- }
- public override bool IsInNormalState()
- {
- return EnumTools.IsInEnum<BombKillerAction.NormalSta>(this.stateMachine.currentState, false) && base.IsInNormalState();
- }
- public override void AnimMove()
- {
- base.AnimChangeState(BombKillerAction.StateEnum.Move, 1f);
- }
- public override void AnimReady()
- {
- base.AnimChangeState(BombKillerAction.StateEnum.Idle, 1f);
- }
- public override bool IsInAttackState()
- {
- return EnumTools.IsInEnum<BombKillerAction.AttackSta>(this.stateMachine.currentState, false);
- }
- public override bool IsInDeadState(string state)
- {
- return EnumTools.IsInEnum<BombKillerAction.DieSta>(state, false);
- }
- public override bool IsInWeakSta()
- {
- return this.eAttr.inWeakState;
- }
- protected override bool EnterAtkSta(string lastState, string nextState)
- {
- return EnumTools.IsInEnum<BombKillerAction.AttackSta>(nextState, false) && !EnumTools.IsInEnum<BombKillerAction.AttackSta>(lastState, false);
- }
- protected override bool ExitAtkSta(string lastState, string nextState)
- {
- return !EnumTools.IsInEnum<BombKillerAction.AttackSta>(nextState, false) && EnumTools.IsInEnum<BombKillerAction.AttackSta>(lastState, false);
- }
- public bool atk1Success;
- public float airFric = 8f;
- public enum StateEnum
- {
- Atk1Ready,
- Atk1Success,
- Atk1Fail,
- Atk2,
- Die,
- Execute,
- ExecuteDie,
- Fall,
- FlyToFall,
- GetUp,
- Hit1,
- Hit2,
- HitGround,
- HitToFly1,
- HitToFly2,
- Idle,
- Move,
- AirDie,
- AirDieFlyToFall,
- AirDieFall,
- AirDieHitGround,
- HitFall,
- Null
- }
- public enum AttackSta
- {
- Atk1Ready,
- Atk1Success,
- Atk1Fail,
- Atk2
- }
- public enum DieSta
- {
- Die,
- Execute,
- ExecuteDie,
- AirDie,
- AirFlyToFall,
- AirDieFall,
- AirDieHitGround,
- Null
- }
- public enum HurtSta
- {
- Fall,
- FlyToFall,
- GetUp,
- Hit1,
- Hit2,
- HitGround,
- HitToFly1,
- HitToFly2,
- HitFall
- }
- public enum NormalSta
- {
- Idle,
- Move
- }
- }
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