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- using System;
- using System.Collections.Generic;
- using ExtensionMethods;
- using UnityEngine;
- public class JudgesAction : EnemyBaseAction
- {
- static Dictionary<string, int> _003C_003Ef__switch_0024map7;
- protected override void Start()
- {
- this.stateMachine.AddStates(typeof(JudgesAction.StateEnum));
- this.stateMachine.OnEnter += this.OnMyStateEnter;
- base.AnimChangeState(JudgesAction.StateEnum.Idle, 1f);
- this.attackType = JudgesAction.AttackType.Saws;
- this.summonRate = 30f;
- }
- protected override void Update()
- {
- this.summonRate += Time.deltaTime;
- if (this.IsInDefenceState() && Time.time - this.startDefenceTime >= this.defenceTime)
- {
- base.AnimChangeState(JudgesAction.StateEnum.DefenseToIdle, 1f);
- }
- base.Update();
- }
- private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
- {
- string state = args.state;
- if (state != null)
- {
- if (JudgesAction._003C_003Ef__switch_0024map7 == null)
- {
- JudgesAction._003C_003Ef__switch_0024map7 = new Dictionary<string, int>(21)
- {
- {
- "Atk1",
- 0
- },
- {
- "Atk2",
- 0
- },
- {
- "Atk3",
- 0
- },
- {
- "Atk4_1",
- 0
- },
- {
- "Atk4_2",
- 0
- },
- {
- "Atk4_3",
- 0
- },
- {
- "Atk5",
- 0
- },
- {
- "Atk6",
- 0
- },
- {
- "Atk7",
- 0
- },
- {
- "DefenseState",
- 0
- },
- {
- "DefenseToIdle",
- 0
- },
- {
- "IdleToDefense",
- 0
- },
- {
- "HitQTE1",
- 0
- },
- {
- "HitQTE2",
- 0
- },
- {
- "HitQTE3",
- 0
- },
- {
- "HitQTE4",
- 0
- },
- {
- "DieQTE",
- 0
- },
- {
- "IdleToWeak",
- 0
- },
- {
- "WeakToIdle",
- 0
- },
- {
- "WeakMod",
- 1
- },
- {
- "Idle",
- 1
- }
- };
- }
- int num;
- if (JudgesAction._003C_003Ef__switch_0024map7.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)
- {
- this.summonRate = 0f;
- if (this.eAttr.isDead)
- {
- return;
- }
- if ((R.Enemy.Count > 2 && R.GameData.Difficulty <= 1) || (R.Enemy.Count > 3 && R.GameData.Difficulty > 1))
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.AnimChangeState(JudgesAction.StateEnum.Atk1, 1f);
- }
- public override void Attack2(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.AnimChangeState(JudgesAction.StateEnum.Atk2, 1f);
- }
- public override void Attack3(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.AnimChangeState(JudgesAction.StateEnum.Atk3, 1f);
- }
- public override void Attack4(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.AnimChangeState(JudgesAction.StateEnum.Atk4_1, 1f);
- }
- public override void Attack5(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.AnimChangeState(JudgesAction.StateEnum.Atk5, 1f);
- }
- public override void Attack6(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.AnimChangeState(JudgesAction.StateEnum.Atk6, 1f);
- }
- public override void Attack7(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.AnimChangeState(JudgesAction.StateEnum.Atk7, 1f);
- }
- public override void Defence()
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (this.IsInDefenceState())
- {
- return;
- }
- if (!this.eAttr.isOnGround)
- {
- return;
- }
- if (this.IsInWeakSta())
- {
- return;
- }
- if (this.stateMachine.currentState.IsInArray(JudgesAction.QTEState))
- {
- return;
- }
- base.Defence();
- this.eAttr.timeController.SetSpeed(Vector2.zero);
- this.startDefenceTime = Time.time;
- this.defenceTime = UnityEngine.Random.Range(2f, 4f);
- base.AnimChangeState(JudgesAction.StateEnum.IdleToDefense, 1f);
- }
- public override void DefenceSuccess()
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.eAttr.isOnGround)
- {
- return;
- }
- if (this.IsInWeakSta())
- {
- return;
- }
- base.AnimChangeState(JudgesAction.StateEnum.DefenseState, 1f);
- }
- public override void AnimMove()
- {
- }
- public override void AnimReady()
- {
- base.AnimChangeState(JudgesAction.StateEnum.Idle, 1f);
- }
- public override bool IsInNormalState()
- {
- return this.stateMachine.currentState == "Idle" && base.IsInNormalState();
- }
- public override bool IsInAttackState()
- {
- return this.stateMachine.currentState.IsInArray(JudgesAction.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(JudgesAction.AttackSta) && !lastState.IsInArray(JudgesAction.AttackSta);
- }
- protected override bool ExitAtkSta(string lastState, string nextState)
- {
- return !nextState.IsInArray(JudgesAction.AttackSta) && lastState.IsInArray(JudgesAction.AttackSta);
- }
- public override void AnimQTEHurt()
- {
- base.ExitWeakState(true);
- JudgesHurt component = base.GetComponent<JudgesHurt>();
- switch (component.currentPhase)
- {
- case 0:
- base.AnimChangeState(JudgesAction.StateEnum.HitQTE1, 1f);
- break;
- case 1:
- base.AnimChangeState(JudgesAction.StateEnum.HitQTE2, 1f);
- break;
- case 2:
- base.AnimChangeState(JudgesAction.StateEnum.HitQTE3, 1f);
- break;
- case 3:
- this.attackType = ((UnityEngine.Random.Range(0, 2) != 0) ? JudgesAction.AttackType.Laser : JudgesAction.AttackType.Saws);
- base.AnimChangeState(JudgesAction.StateEnum.HitQTE4, 1f);
- break;
- }
- }
- public override void AnimExecute()
- {
- base.ExitWeakState(true);
- base.AnimChangeState(JudgesAction.StateEnum.DieQTE, 1f);
- }
- public float summonRate;
- public JudgesAction.AttackType attackType;
- private static readonly string[] AttackSta = new string[]
- {
- "Atk1",
- "Atk2",
- "Atk3",
- "Atk4_1",
- "Atk4_2",
- "Atk4_3",
- "Atk5",
- "Atk6",
- "Atk7"
- };
- public static readonly string[] QTEState = new string[]
- {
- "HitQTE1",
- "HitQTE2",
- "HitQTE3",
- "HitQTE4",
- "DieQTE"
- };
- public enum AttackType
- {
- Saws,
- Laser,
- HitGround
- }
- public enum StateEnum
- {
- Idle,
- Atk1,
- Atk2,
- Atk3,
- Atk4_1,
- Atk4_2,
- Atk4_3,
- Atk5,
- Atk6,
- Atk7,
- IdleToDefense,
- DefenseState,
- DefenseToIdle,
- WeakMod,
- HitQTE1,
- HitQTE2,
- HitQTE3,
- HitQTE4,
- DieQTE,
- IdleToWeak,
- WeakToIdle
- }
- }
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