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- using System;
- using ExtensionMethods;
- using UnityEngine;
- public class RiderAction : EnemyBaseAction
- {
- protected override void Start()
- {
- this.stateMachine.AddStates(typeof(RiderAction.StateEnum));
- this.stateMachine.OnEnter += this.OnMyStateEnter;
- this.stateMachine.OnTransfer += this.OnStateTransfer;
- base.AnimChangeState(RiderAction.StateEnum.Ready, 1f);
- }
- protected override void Update()
- {
- base.Update();
- if (this.IsInDefenceState() && Time.time - this.startDefenceTime >= this.defenceTime)
- {
- base.AnimChangeState(RiderAction.StateEnum.Ready, 1f);
- }
- }
- private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
- {
- string state = args.state;
- switch (state)
- {
- case "Atk1":
- case "Atk3":
- this.spineAnim.Play(args.state, false, true, this.eAttr.atkSpeed);
- break;
- case "Atk2":
- this.spineAnim.Play(args.state, true, false, this.eAttr.atkSpeed);
- break;
- case "Atk2End":
- case "Atk2Ready":
- case "Die":
- case "Hit1":
- case "Die2":
- case "DieQTE":
- case "HitQTE":
- case "Defense":
- this.spineAnim.Play(args.state, false, true, 1f);
- break;
- case "Idle":
- case "Move":
- case "MoveFast":
- case "Ready":
- case "WeakMod":
- case "DefenseState":
- this.spineAnim.Play(args.state, true, false, 1f);
- break;
- }
- }
- private void OnStateTransfer(object sender, StateMachine.TransferEventArgs args)
- {
- base.GetComponent<EnemyBaseHurt>().StopFollowLeftHand();
- if (this.ExitAtkSta(args.lastState, args.nextState))
- {
- this.eAttr.paBody = false;
- this.atkBox.localScale = Vector3.zero;
- }
- if (this.EnterAtkSta(args.lastState, args.nextState))
- {
- base.GetComponentInChildren<EnemyAtk>().atkId = Incrementor.GetNextId();
- }
- }
- public override void Attack1(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.ChangeFace(dir);
- base.AnimChangeState(RiderAction.StateEnum.Atk1, 1f);
- }
- public override void Attack2(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.ChangeFace(dir);
- base.AnimChangeState(RiderAction.StateEnum.Atk2Ready, 1f);
- }
- public override void Attack3(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.IsInNormalState())
- {
- return;
- }
- base.ChangeFace(dir);
- base.AnimChangeState(RiderAction.StateEnum.Atk3, 1f);
- }
- public override void CounterAttack(int dir)
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (this.IsInAttackState())
- {
- return;
- }
- if (this.stateMachine.currentState.IsInArray(RiderAction.QTESta) || this.IsInWeakSta())
- {
- return;
- }
- R.Effect.Generate(128, base.transform, Vector3.up * 3.3f, Vector3.zero, default(Vector3), true);
- base.ChangeFace(dir);
- base.AnimChangeState(RiderAction.StateEnum.Atk1, 1f);
- }
- public override void Idle1()
- {
- if (!this.IsInNormalState())
- {
- return;
- }
- base.AnimChangeState(RiderAction.StateEnum.Ready, 1f);
- }
- public override bool IsInNormalState()
- {
- return this.stateMachine.currentState.IsInArray(RiderAction.NormalSta) && base.IsInNormalState();
- }
- public override bool IsInDeadState(string state)
- {
- return state == "DieQTE";
- }
- public override void AnimReady()
- {
- base.AnimChangeState(RiderAction.StateEnum.Ready, 1f);
- }
- public override void AnimMove()
- {
- base.AnimChangeState(RiderAction.StateEnum.MoveFast, 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(RiderAction.QTESta))
- {
- return;
- }
- base.Defence();
- this.eAttr.timeController.SetSpeed(Vector2.zero);
- this.startDefenceTime = Time.time;
- this.defenceTime = UnityEngine.Random.Range(2f, 4f);
- base.AnimChangeState(RiderAction.StateEnum.DefenseState, 1f);
- }
- public override void DefenceSuccess()
- {
- if (this.eAttr.isDead)
- {
- return;
- }
- if (!this.eAttr.isOnGround)
- {
- return;
- }
- if (this.IsInWeakSta())
- {
- return;
- }
- R.Audio.PlayEffect(184, new Vector3?(base.transform.position));
- base.AnimChangeState(RiderAction.StateEnum.Defense, 1f);
- }
- public override bool IsInAttackState()
- {
- return this.stateMachine.currentState.IsInArray(RiderAction.AttackSta);
- }
- protected override bool EnterAtkSta(string lastState, string nextState)
- {
- return nextState.IsInArray(RiderAction.AttackSta) && !lastState.IsInArray(RiderAction.AttackSta);
- }
- protected override bool ExitAtkSta(string lastState, string nextState)
- {
- return !nextState.IsInArray(RiderAction.AttackSta) && lastState.IsInArray(RiderAction.AttackSta);
- }
- public override bool IsInWeakSta()
- {
- return this.eAttr.inWeakState;
- }
- public override bool IsInDefenceState()
- {
- return this.stateMachine.currentState.IsInArray(RiderAction.DefenseSta);
- }
- public override bool IsInSideStepState()
- {
- return false;
- }
- 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(RiderAction.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(RiderAction.StateEnum.DieQTE, 1f);
- }
- public override bool IsInIdle()
- {
- return this.stateMachine.currentState == "Ready";
- }
- private static readonly string[] NormalSta = new string[]
- {
- "Ready",
- "MoveFast"
- };
- private static readonly string[] AttackSta = new string[]
- {
- "Atk1",
- "Atk2",
- "Atk3",
- "Atk2End",
- "Atk2Ready"
- };
- public static readonly string[] HurtSta = new string[]
- {
- "Hit1",
- "HitQTE"
- };
- private static readonly string[] DefenseSta = new string[]
- {
- "Defense",
- "DefenseState"
- };
- private static readonly string[] QTESta = new string[]
- {
- "DieQTE",
- "HitQTE"
- };
- public enum StateEnum
- {
- Atk1,
- Atk2,
- Atk3,
- Atk2End,
- Atk2Ready,
- Die,
- Hit1,
- Idle,
- Move,
- Ready,
- WeakMod,
- Die2,
- Defense,
- DieQTE,
- HitQTE,
- DefenseState,
- MoveFast
- }
- }
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