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- using System;
- using System.Collections.Generic;
- using ExtensionMethods;
- using UnityEngine;
- public class JumperFooterAction : EnemyBaseAction
- {
- static Dictionary<string, int> _003C_003Ef__switch_0024map11;
- protected override void Start()
- {
- this.stateMachine.AddStates(typeof(JumperFooterAction.StateEnum));
- this.stateMachine.OnEnter += this.OnMyStateEnter;
- this.stateMachine.OnTransfer += this.OnStateTransfer;
- base.AnimChangeState(JumperFooterAction.StateEnum.Idle, 1f);
- }
- protected override void Update()
- {
- base.Update();
- if (this.Atk2Success)
- {
- Vector3 position = base.transform.position;
- position.z = LayerManager.ZNum.TempEnemy;
- base.transform.position = position;
- base.player.position = new Vector3(this.catachPos.position.x, this.catachPos.position.y, base.player.position.z);
- Vector3 eulerAngles = this.catachPos.localRotation.eulerAngles;
- eulerAngles.z *= (float)(-(float)this.eAttr.faceDir);
- base.player.localRotation = Quaternion.Euler(eulerAngles);
- }
- if (this.IsInDefenceState() && Time.time - this.startDefenceTime >= this.defenceTime)
- {
- base.AnimChangeState(JumperFooterAction.StateEnum.DefenseStateToIdle, 1f);
- }
- }
- private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
- {
- string state = args.state;
- if (state != null)
- {
- if (JumperFooterAction._003C_003Ef__switch_0024map11 == null)
- {
- JumperFooterAction._003C_003Ef__switch_0024map11 = new Dictionary<string, int>(20)
- {
- {
- "Atk1",
- 0
- },
- {
- "Atk2Fail",
- 0
- },
- {
- "Atk2Ready",
- 0
- },
- {
- "Atk2Success",
- 0
- },
- {
- "Atk3",
- 0
- },
- {
- "Defense",
- 0
- },
- {
- "DefenseStateToIdle",
- 0
- },
- {
- "DieQTE",
- 0
- },
- {
- "Hit1",
- 0
- },
- {
- "Hit2",
- 0
- },
- {
- "HitQTE",
- 0
- },
- {
- "IdleToDefenseState",
- 0
- },
- {
- "Jump",
- 0
- },
- {
- "HitToWeakMod",
- 0
- },
- {
- "WeakModToIdle",
- 0
- },
- {
- "Die",
- 0
- },
- {
- "Idle",
- 1
- },
- {
- "DefenseState",
- 1
- },
- {
- "Move",
- 1
- },
- {
- "WeakMod",
- 1
- }
- };
- }
- int num;
- if (JumperFooterAction._003C_003Ef__switch_0024map11.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)
- {
- base.GetComponent<EnemyBaseHurt>().StopFollowLeftHand();
- if (!args.nextState.IsInArray(JumperFooterAction.AttackSta) && this.Atk2Success)
- {
- base.GetComponent<JumperFooterAnimEvent>().Atk2Release();
- }
- if (this.ExitAtkSta(args.lastState, args.nextState))
- {
- this.eAttr.paBody = false;
- this.atkBox.localScale = Vector3.zero;
- }
- if (args.lastState == "Atk3" || args.lastState == "Jump")
- {
- this.eAttr.timeController.SetGravity(1f);
- }
- }
- public override void Attack1(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.ChangeFace(dir);
- base.AnimChangeState(JumperFooterAction.StateEnum.Atk1, 1f);
- }
- public override void Attack2(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.ChangeFace(dir);
- base.AnimChangeState(JumperFooterAction.StateEnum.Atk2Ready, 1f);
- }
- public void Attack2Success()
- {
- this.Atk2Success = true;
- }
- 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(JumperFooterAction.StateEnum.Atk3, 1f);
- }
- public override void CounterAttack(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (this.IsInAttackState())
- {
- return;
- }
- if (this.stateMachine.currentState.IsInArray(JumperFooterAction.QTESta) || this.IsInWeakSta())
- {
- return;
- }
- R.Effect.Generate(128, base.transform, Vector3.up * 3.3f, Vector3.zero, default(Vector3), true);
- base.ChangeFace(dir);
- base.AnimChangeState(JumperFooterAction.StateEnum.Atk2Ready, 1f);
- }
- public override void KillSelf()
- {
- SingletonMono<WorldTime>.Instance.TimeFrozenByFixedFrame(25, WorldTime.FrozenArgs.FrozenType.Enemy, true);
- R.Camera.Controller.CameraShake(0.416666657f, 0.3f, CameraController.ShakeTypeEnum.Rect, false);
- base.GetComponent<JumperFooterHurt>().NormalKill();
- this.eAttr.currentHp = 0;
- base.AnimChangeState(JumperFooterAction.StateEnum.Die, 1f);
- }
- public override void AnimMove()
- {
- base.AnimChangeState(JumperFooterAction.StateEnum.Move, 1f);
- }
- public override void AnimReady()
- {
- base.AnimChangeState(JumperFooterAction.StateEnum.Idle, 1f);
- }
- public override void Defence()
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (this.IsInDefenceState())
- {
- return;
- }
- if (this.IsInWeakSta())
- {
- return;
- }
- if (!this.eAttr.isOnGround)
- {
- return;
- }
- if (this.stateMachine.currentState == "DieQTE" || this.stateMachine.currentState == "HitQTE")
- {
- return;
- }
- base.Defence();
- this.eAttr.timeController.SetSpeed(Vector2.zero);
- this.startDefenceTime = Time.time;
- this.defenceTime = UnityEngine.Random.Range(2f, 4f);
- base.AnimChangeState(JumperFooterAction.StateEnum.DefenseState, 1f);
- }
- public override void DefenceSuccess()
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.eAttr.isOnGround)
- {
- return;
- }
- if (this.IsInWeakSta())
- {
- return;
- }
- R.Audio.PlayEffect(406, new Vector3?(base.transform.position));
- base.AnimChangeState(JumperFooterAction.StateEnum.Defense, 1f);
- }
- public void Jump()
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- this.eAttr.timeController.SetGravity(0f);
- this.eAttr.timeController.SetSpeed(Vector2.zero);
- base.AnimChangeState(JumperFooterAction.StateEnum.Jump, 1f);
- }
- public override bool IsInNormalState()
- {
- return this.stateMachine.currentState.IsInArray(JumperFooterAction.NormalSta) && base.IsInNormalState();
- }
- public override bool IsInAttackState()
- {
- return this.stateMachine.currentState.IsInArray(JumperFooterAction.AttackSta);
- }
- public override bool IsInDeadState(string state)
- {
- return state.IsInArray(JumperFooterAction.DieSta);
- }
- public override bool IsInWeakSta()
- {
- return this.eAttr.inWeakState;
- }
- protected override bool EnterAtkSta(string lastState, string nextState)
- {
- return nextState.IsInArray(JumperFooterAction.AttackSta) && !lastState.IsInArray(JumperFooterAction.AttackSta);
- }
- protected override bool ExitAtkSta(string lastState, string nextState)
- {
- return !nextState.IsInArray(JumperFooterAction.AttackSta) && lastState.IsInArray(JumperFooterAction.AttackSta);
- }
- public override bool IsInDefenceState()
- {
- return this.stateMachine.currentState.IsInArray(JumperFooterAction.DefenseSta);
- }
- 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(JumperFooterAction.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(JumperFooterAction.StateEnum.DieQTE, 1f);
- }
- [SerializeField]
- private Transform catachPos;
- public bool Atk2Success;
- public bool Atk2Result;
- private static readonly string[] AttackSta = new string[]
- {
- "Atk1",
- "Atk2Ready",
- "Atk2Success",
- "Atk2Fail",
- "Atk3"
- };
- public static readonly string[] HurtSta = new string[]
- {
- "Hit1",
- "Hit2",
- "HitQTE"
- };
- private static readonly string[] NormalSta = new string[]
- {
- "Idle",
- "Move",
- "Jump"
- };
- private static readonly string[] DefenseSta = new string[]
- {
- "Defense",
- "DefenseState",
- "IdleToDefenseState"
- };
- private static readonly string[] DieSta = new string[]
- {
- "Die",
- "DieQTE"
- };
- private static readonly string[] QTESta = new string[]
- {
- "DieQTE",
- "HitQTE"
- };
- public enum StateEnum
- {
- Idle,
- Move,
- Atk1,
- Atk2Ready,
- Atk2Success,
- Atk2Fail,
- Atk3,
- Defense,
- DefenseState,
- DefenseStateToIdle,
- DieQTE,
- Hit1,
- Hit2,
- IdleToDefenseState,
- Jump,
- HitQTE,
- WeakMod,
- HitToWeakMod,
- WeakModToIdle,
- Die
- }
- }
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