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- using System;
- using System.Collections.Generic;
- using ExtensionMethods;
- using UnityEngine;
- public class HammerAction : EnemyBaseAction
- {
- static Dictionary<string, int> _003C_003Ef__switch_0024map5;
- protected override void Start()
- {
- this.stateMachine.AddStates(typeof(HammerAction.StateEnum));
- this.stateMachine.OnEnter += this.OnMyStateEnter;
- this.stateMachine.OnTransfer += this.OnStateTransfer;
- base.AnimChangeState(HammerAction.StateEnum.Idle, 1f);
- }
- private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
- {
- string state = args.state;
- if (state != null)
- {
- if (HammerAction._003C_003Ef__switch_0024map5 == null)
- {
- HammerAction._003C_003Ef__switch_0024map5 = new Dictionary<string, int>(13)
- {
- {
- "Atk1",
- 0
- },
- {
- "Atk2",
- 0
- },
- {
- "Atk3",
- 0
- },
- {
- "DieQTE",
- 0
- },
- {
- "Hit1",
- 0
- },
- {
- "Hit2",
- 0
- },
- {
- "IdleToWeakMod",
- 0
- },
- {
- "Jump",
- 0
- },
- {
- "WeakModToIdle",
- 0
- },
- {
- "HitQTE",
- 0
- },
- {
- "Idle",
- 1
- },
- {
- "Move",
- 1
- },
- {
- "WeakMod",
- 1
- }
- };
- }
- int num;
- if (HammerAction._003C_003Ef__switch_0024map5.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);
- }
- }
- }
- }
- private void OnStateTransfer(object sender, StateMachine.TransferEventArgs args)
- {
- if (args.lastState == "Jump" || args.lastState == "Atk3")
- {
- this.eAttr.timeController.SetGravity(1f);
- }
- if (args.nextState == "WeakMod")
- {
- R.Audio.PlayEffect(405, new Vector3?(base.transform.position));
- }
- }
- public override void Attack1(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.ChangeFace(dir);
- base.AnimChangeState(HammerAction.StateEnum.Atk1, 1f);
- }
- public override void Attack2(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.ChangeFace(dir);
- base.AnimChangeState(HammerAction.StateEnum.Atk2, 1f);
- }
- public override void Attack3(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.ChangeFace(dir);
- this.eAttr.timeController.SetGravity(0f);
- this.eAttr.timeController.SetSpeed(Vector2.zero);
- base.AnimChangeState(HammerAction.StateEnum.Atk3, 1f);
- }
- public override void CounterAttack(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (this.IsInAttackState())
- {
- return;
- }
- if (this.stateMachine.currentState.IsInArray(HammerAction.QTESta) || this.IsInWeakSta())
- {
- return;
- }
- R.Effect.Generate(128, base.transform, Vector3.up * 3.3f, Vector3.zero, default(Vector3), true);
- base.ChangeFace(dir);
- base.AnimChangeState(HammerAction.StateEnum.Atk1, 1f);
- }
- public override void AnimMove()
- {
- base.AnimChangeState(HammerAction.StateEnum.Move, 1f);
- }
- public override void AnimReady()
- {
- base.AnimChangeState(HammerAction.StateEnum.Idle, 1f);
- }
- public override bool IsInNormalState()
- {
- return this.stateMachine.currentState.IsInArray(HammerAction.NormalSta) && base.IsInNormalState();
- }
- public override bool IsInAttackState()
- {
- return this.stateMachine.currentState.IsInArray(HammerAction.AttackSta);
- }
- public override bool IsInDeadState(string state)
- {
- return state == "DieQTE";
- }
- public override bool IsInWeakSta()
- {
- return this.eAttr.inWeakState;
- }
- protected override bool EnterAtkSta(string lastState, string nextState)
- {
- return nextState.IsInArray(HammerAction.AttackSta) && !lastState.IsInArray(HammerAction.AttackSta);
- }
- protected override bool ExitAtkSta(string lastState, string nextState)
- {
- return !nextState.IsInArray(HammerAction.AttackSta) && lastState.IsInArray(HammerAction.AttackSta);
- }
- public override void AnimQTEHurt()
- {
- int dir = (base.player.transform.localScale.x >= 0f) ? 1 : -1;
- base.ChangeFace(dir);
- base.ExitWeakState(true);
- Vector3 position = base.transform.position;
- position.y = LayerManager.YNum.GetGroundHeight(base.gameObject);
- position.z = LayerManager.ZNum.TempEnemy;
- base.transform.position = position;
- base.AnimChangeState(HammerAction.StateEnum.HitQTE, 1f);
- }
- public override void AnimExecute()
- {
- int dir = (base.player.transform.localScale.x >= 0f) ? 1 : -1;
- base.ChangeFace(dir);
- base.ExitWeakState(true);
- Vector3 position = base.transform.position;
- position.y = LayerManager.YNum.GetGroundHeight(base.gameObject);
- position.z = LayerManager.ZNum.TempEnemy;
- base.transform.position = position;
- base.AnimChangeState(HammerAction.StateEnum.DieQTE, 1f);
- }
- private static readonly string[] NormalSta = new string[]
- {
- "Idle",
- "Move"
- };
- private static readonly string[] AttackSta = new string[]
- {
- "Atk1",
- "Atk2",
- "Atk3"
- };
- public static readonly string[] HurtSta = new string[]
- {
- "Hit1",
- "Hit2",
- "HitQTE"
- };
- public static readonly string[] QTESta = new string[]
- {
- "HitQTE",
- "DieQTE"
- };
- public enum StateEnum
- {
- Idle,
- Move,
- Atk1,
- Atk2,
- DieQTE,
- Hit1,
- Hit2,
- IdleToWeakMod,
- Jump,
- WeakMod,
- WeakModToIdle,
- Atk3,
- HitQTE
- }
- }
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