JumperFooterAction.cs 9.3 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using ExtensionMethods;
  4. using UnityEngine;
  5. public class JumperFooterAction : EnemyBaseAction
  6. {
  7. static Dictionary<string, int> _003C_003Ef__switch_0024map11;
  8. protected override void Start()
  9. {
  10. this.stateMachine.AddStates(typeof(JumperFooterAction.StateEnum));
  11. this.stateMachine.OnEnter += this.OnMyStateEnter;
  12. this.stateMachine.OnTransfer += this.OnStateTransfer;
  13. base.AnimChangeState(JumperFooterAction.StateEnum.Idle, 1f);
  14. }
  15. protected override void Update()
  16. {
  17. base.Update();
  18. if (this.Atk2Success)
  19. {
  20. Vector3 position = base.transform.position;
  21. position.z = LayerManager.ZNum.TempEnemy;
  22. base.transform.position = position;
  23. base.player.position = new Vector3(this.catachPos.position.x, this.catachPos.position.y, base.player.position.z);
  24. Vector3 eulerAngles = this.catachPos.localRotation.eulerAngles;
  25. eulerAngles.z *= (float)(-(float)this.eAttr.faceDir);
  26. base.player.localRotation = Quaternion.Euler(eulerAngles);
  27. }
  28. if (this.IsInDefenceState() && Time.time - this.startDefenceTime >= this.defenceTime)
  29. {
  30. base.AnimChangeState(JumperFooterAction.StateEnum.DefenseStateToIdle, 1f);
  31. }
  32. }
  33. private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
  34. {
  35. string state = args.state;
  36. if (state != null)
  37. {
  38. if (JumperFooterAction._003C_003Ef__switch_0024map11 == null)
  39. {
  40. JumperFooterAction._003C_003Ef__switch_0024map11 = new Dictionary<string, int>(20)
  41. {
  42. {
  43. "Atk1",
  44. 0
  45. },
  46. {
  47. "Atk2Fail",
  48. 0
  49. },
  50. {
  51. "Atk2Ready",
  52. 0
  53. },
  54. {
  55. "Atk2Success",
  56. 0
  57. },
  58. {
  59. "Atk3",
  60. 0
  61. },
  62. {
  63. "Defense",
  64. 0
  65. },
  66. {
  67. "DefenseStateToIdle",
  68. 0
  69. },
  70. {
  71. "DieQTE",
  72. 0
  73. },
  74. {
  75. "Hit1",
  76. 0
  77. },
  78. {
  79. "Hit2",
  80. 0
  81. },
  82. {
  83. "HitQTE",
  84. 0
  85. },
  86. {
  87. "IdleToDefenseState",
  88. 0
  89. },
  90. {
  91. "Jump",
  92. 0
  93. },
  94. {
  95. "HitToWeakMod",
  96. 0
  97. },
  98. {
  99. "WeakModToIdle",
  100. 0
  101. },
  102. {
  103. "Die",
  104. 0
  105. },
  106. {
  107. "Idle",
  108. 1
  109. },
  110. {
  111. "DefenseState",
  112. 1
  113. },
  114. {
  115. "Move",
  116. 1
  117. },
  118. {
  119. "WeakMod",
  120. 1
  121. }
  122. };
  123. }
  124. int num;
  125. if (JumperFooterAction._003C_003Ef__switch_0024map11.TryGetValue(state, out num))
  126. {
  127. if (num != 0)
  128. {
  129. if (num == 1)
  130. {
  131. this.spineAnim.Play(args.state, true, false, 1f);
  132. }
  133. }
  134. else
  135. {
  136. this.spineAnim.Play(args.state, false, true, 1f);
  137. }
  138. }
  139. }
  140. }
  141. private void OnStateTransfer(object sender, StateMachine.TransferEventArgs args)
  142. {
  143. base.GetComponent<EnemyBaseHurt>().StopFollowLeftHand();
  144. if (!args.nextState.IsInArray(JumperFooterAction.AttackSta) && this.Atk2Success)
  145. {
  146. base.GetComponent<JumperFooterAnimEvent>().Atk2Release();
  147. }
  148. if (this.ExitAtkSta(args.lastState, args.nextState))
  149. {
  150. this.eAttr.paBody = false;
  151. this.atkBox.localScale = Vector3.zero;
  152. }
  153. if (args.lastState == "Atk3" || args.lastState == "Jump")
  154. {
  155. this.eAttr.timeController.SetGravity(1f);
  156. }
  157. }
  158. public override void Attack1(int dir)
  159. {
  160. if (this.eAttr.isDead)
  161. {
  162. return;
  163. }
  164. if (!this.IsInNormalState())
  165. {
  166. return;
  167. }
  168. base.ChangeFace(dir);
  169. base.AnimChangeState(JumperFooterAction.StateEnum.Atk1, 1f);
  170. }
  171. public override void Attack2(int dir)
  172. {
  173. if (this.eAttr.isDead)
  174. {
  175. return;
  176. }
  177. if (!this.IsInNormalState())
  178. {
  179. return;
  180. }
  181. base.ChangeFace(dir);
  182. base.AnimChangeState(JumperFooterAction.StateEnum.Atk2Ready, 1f);
  183. }
  184. public void Attack2Success()
  185. {
  186. this.Atk2Success = true;
  187. }
  188. public override void Attack3(int dir)
  189. {
  190. if (this.eAttr.isDead)
  191. {
  192. return;
  193. }
  194. if (!this.IsInNormalState())
  195. {
  196. return;
  197. }
  198. base.ChangeFace(dir);
  199. this.eAttr.timeController.SetGravity(0f);
  200. this.eAttr.timeController.SetSpeed(Vector2.zero);
  201. base.AnimChangeState(JumperFooterAction.StateEnum.Atk3, 1f);
  202. }
  203. public override void CounterAttack(int dir)
  204. {
  205. if (this.eAttr.isDead)
  206. {
  207. return;
  208. }
  209. if (this.IsInAttackState())
  210. {
  211. return;
  212. }
  213. if (this.stateMachine.currentState.IsInArray(JumperFooterAction.QTESta) || this.IsInWeakSta())
  214. {
  215. return;
  216. }
  217. R.Effect.Generate(128, base.transform, Vector3.up * 3.3f, Vector3.zero, default(Vector3), true);
  218. base.ChangeFace(dir);
  219. base.AnimChangeState(JumperFooterAction.StateEnum.Atk2Ready, 1f);
  220. }
  221. public override void KillSelf()
  222. {
  223. SingletonMono<WorldTime>.Instance.TimeFrozenByFixedFrame(25, WorldTime.FrozenArgs.FrozenType.Enemy, true);
  224. R.Camera.Controller.CameraShake(0.416666657f, 0.3f, CameraController.ShakeTypeEnum.Rect, false);
  225. base.GetComponent<JumperFooterHurt>().NormalKill();
  226. this.eAttr.currentHp = 0;
  227. base.AnimChangeState(JumperFooterAction.StateEnum.Die, 1f);
  228. }
  229. public override void AnimMove()
  230. {
  231. base.AnimChangeState(JumperFooterAction.StateEnum.Move, 1f);
  232. }
  233. public override void AnimReady()
  234. {
  235. base.AnimChangeState(JumperFooterAction.StateEnum.Idle, 1f);
  236. }
  237. public override void Defence()
  238. {
  239. if (this.eAttr.isDead)
  240. {
  241. return;
  242. }
  243. if (this.IsInDefenceState())
  244. {
  245. return;
  246. }
  247. if (this.IsInWeakSta())
  248. {
  249. return;
  250. }
  251. if (!this.eAttr.isOnGround)
  252. {
  253. return;
  254. }
  255. if (this.stateMachine.currentState == "DieQTE" || this.stateMachine.currentState == "HitQTE")
  256. {
  257. return;
  258. }
  259. base.Defence();
  260. this.eAttr.timeController.SetSpeed(Vector2.zero);
  261. this.startDefenceTime = Time.time;
  262. this.defenceTime = UnityEngine.Random.Range(2f, 4f);
  263. base.AnimChangeState(JumperFooterAction.StateEnum.DefenseState, 1f);
  264. }
  265. public override void DefenceSuccess()
  266. {
  267. if (this.eAttr.isDead)
  268. {
  269. return;
  270. }
  271. if (!this.eAttr.isOnGround)
  272. {
  273. return;
  274. }
  275. if (this.IsInWeakSta())
  276. {
  277. return;
  278. }
  279. R.Audio.PlayEffect(406, new Vector3?(base.transform.position));
  280. base.AnimChangeState(JumperFooterAction.StateEnum.Defense, 1f);
  281. }
  282. public void Jump()
  283. {
  284. if (this.eAttr.isDead)
  285. {
  286. return;
  287. }
  288. if (!this.IsInNormalState())
  289. {
  290. return;
  291. }
  292. this.eAttr.timeController.SetGravity(0f);
  293. this.eAttr.timeController.SetSpeed(Vector2.zero);
  294. base.AnimChangeState(JumperFooterAction.StateEnum.Jump, 1f);
  295. }
  296. public override bool IsInNormalState()
  297. {
  298. return this.stateMachine.currentState.IsInArray(JumperFooterAction.NormalSta) && base.IsInNormalState();
  299. }
  300. public override bool IsInAttackState()
  301. {
  302. return this.stateMachine.currentState.IsInArray(JumperFooterAction.AttackSta);
  303. }
  304. public override bool IsInDeadState(string state)
  305. {
  306. return state.IsInArray(JumperFooterAction.DieSta);
  307. }
  308. public override bool IsInWeakSta()
  309. {
  310. return this.eAttr.inWeakState;
  311. }
  312. protected override bool EnterAtkSta(string lastState, string nextState)
  313. {
  314. return nextState.IsInArray(JumperFooterAction.AttackSta) && !lastState.IsInArray(JumperFooterAction.AttackSta);
  315. }
  316. protected override bool ExitAtkSta(string lastState, string nextState)
  317. {
  318. return !nextState.IsInArray(JumperFooterAction.AttackSta) && lastState.IsInArray(JumperFooterAction.AttackSta);
  319. }
  320. public override bool IsInDefenceState()
  321. {
  322. return this.stateMachine.currentState.IsInArray(JumperFooterAction.DefenseSta);
  323. }
  324. public override void AnimQTEHurt()
  325. {
  326. int dir = (base.player.transform.localScale.x >= 0f) ? 1 : -1;
  327. base.ChangeFace(dir);
  328. base.ExitWeakState(true);
  329. Vector3 position = base.transform.position;
  330. position.y = LayerManager.YNum.GetGroundHeight(base.gameObject);
  331. position.z = LayerManager.ZNum.TempEnemy;
  332. base.transform.position = position;
  333. base.AnimChangeState(JumperFooterAction.StateEnum.HitQTE, 1f);
  334. }
  335. public override void AnimExecute()
  336. {
  337. int dir = (base.player.transform.localScale.x >= 0f) ? 1 : -1;
  338. base.ChangeFace(dir);
  339. base.ExitWeakState(true);
  340. Vector3 position = base.transform.position;
  341. position.y = LayerManager.YNum.GetGroundHeight(base.gameObject);
  342. position.z = LayerManager.ZNum.TempEnemy;
  343. base.transform.position = position;
  344. base.AnimChangeState(JumperFooterAction.StateEnum.DieQTE, 1f);
  345. }
  346. [SerializeField]
  347. private Transform catachPos;
  348. public bool Atk2Success;
  349. public bool Atk2Result;
  350. private static readonly string[] AttackSta = new string[]
  351. {
  352. "Atk1",
  353. "Atk2Ready",
  354. "Atk2Success",
  355. "Atk2Fail",
  356. "Atk3"
  357. };
  358. public static readonly string[] HurtSta = new string[]
  359. {
  360. "Hit1",
  361. "Hit2",
  362. "HitQTE"
  363. };
  364. private static readonly string[] NormalSta = new string[]
  365. {
  366. "Idle",
  367. "Move",
  368. "Jump"
  369. };
  370. private static readonly string[] DefenseSta = new string[]
  371. {
  372. "Defense",
  373. "DefenseState",
  374. "IdleToDefenseState"
  375. };
  376. private static readonly string[] DieSta = new string[]
  377. {
  378. "Die",
  379. "DieQTE"
  380. };
  381. private static readonly string[] QTESta = new string[]
  382. {
  383. "DieQTE",
  384. "HitQTE"
  385. };
  386. public enum StateEnum
  387. {
  388. Idle,
  389. Move,
  390. Atk1,
  391. Atk2Ready,
  392. Atk2Success,
  393. Atk2Fail,
  394. Atk3,
  395. Defense,
  396. DefenseState,
  397. DefenseStateToIdle,
  398. DieQTE,
  399. Hit1,
  400. Hit2,
  401. IdleToDefenseState,
  402. Jump,
  403. HitQTE,
  404. WeakMod,
  405. HitToWeakMod,
  406. WeakModToIdle,
  407. Die
  408. }
  409. }