RiderAction.cs 6.7 KB

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  1. using System;
  2. using ExtensionMethods;
  3. using UnityEngine;
  4. public class RiderAction : EnemyBaseAction
  5. {
  6. protected override void Start()
  7. {
  8. this.stateMachine.AddStates(typeof(RiderAction.StateEnum));
  9. this.stateMachine.OnEnter += this.OnMyStateEnter;
  10. this.stateMachine.OnTransfer += this.OnStateTransfer;
  11. base.AnimChangeState(RiderAction.StateEnum.Ready, 1f);
  12. }
  13. protected override void Update()
  14. {
  15. base.Update();
  16. if (this.IsInDefenceState() && Time.time - this.startDefenceTime >= this.defenceTime)
  17. {
  18. base.AnimChangeState(RiderAction.StateEnum.Ready, 1f);
  19. }
  20. }
  21. private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
  22. {
  23. string state = args.state;
  24. switch (state)
  25. {
  26. case "Atk1":
  27. case "Atk3":
  28. this.spineAnim.Play(args.state, false, true, this.eAttr.atkSpeed);
  29. break;
  30. case "Atk2":
  31. this.spineAnim.Play(args.state, true, false, this.eAttr.atkSpeed);
  32. break;
  33. case "Atk2End":
  34. case "Atk2Ready":
  35. case "Die":
  36. case "Hit1":
  37. case "Die2":
  38. case "DieQTE":
  39. case "HitQTE":
  40. case "Defense":
  41. this.spineAnim.Play(args.state, false, true, 1f);
  42. break;
  43. case "Idle":
  44. case "Move":
  45. case "MoveFast":
  46. case "Ready":
  47. case "WeakMod":
  48. case "DefenseState":
  49. this.spineAnim.Play(args.state, true, false, 1f);
  50. break;
  51. }
  52. }
  53. private void OnStateTransfer(object sender, StateMachine.TransferEventArgs args)
  54. {
  55. base.GetComponent<EnemyBaseHurt>().StopFollowLeftHand();
  56. if (this.ExitAtkSta(args.lastState, args.nextState))
  57. {
  58. this.eAttr.paBody = false;
  59. this.atkBox.localScale = Vector3.zero;
  60. }
  61. if (this.EnterAtkSta(args.lastState, args.nextState))
  62. {
  63. base.GetComponentInChildren<EnemyAtk>().atkId = Incrementor.GetNextId();
  64. }
  65. }
  66. public override void Attack1(int dir)
  67. {
  68. if (this.eAttr.isDead)
  69. {
  70. return;
  71. }
  72. if (!this.IsInNormalState())
  73. {
  74. return;
  75. }
  76. base.ChangeFace(dir);
  77. base.AnimChangeState(RiderAction.StateEnum.Atk1, 1f);
  78. }
  79. public override void Attack2(int dir)
  80. {
  81. if (this.eAttr.isDead)
  82. {
  83. return;
  84. }
  85. if (!this.IsInNormalState())
  86. {
  87. return;
  88. }
  89. base.ChangeFace(dir);
  90. base.AnimChangeState(RiderAction.StateEnum.Atk2Ready, 1f);
  91. }
  92. public override void Attack3(int dir)
  93. {
  94. if (this.eAttr.isDead)
  95. {
  96. return;
  97. }
  98. if (!this.IsInNormalState())
  99. {
  100. return;
  101. }
  102. base.ChangeFace(dir);
  103. base.AnimChangeState(RiderAction.StateEnum.Atk3, 1f);
  104. }
  105. public override void CounterAttack(int dir)
  106. {
  107. if (this.eAttr.isDead)
  108. {
  109. return;
  110. }
  111. if (this.IsInAttackState())
  112. {
  113. return;
  114. }
  115. if (this.stateMachine.currentState.IsInArray(RiderAction.QTESta) || this.IsInWeakSta())
  116. {
  117. return;
  118. }
  119. R.Effect.Generate(128, base.transform, Vector3.up * 3.3f, Vector3.zero, default(Vector3), true);
  120. base.ChangeFace(dir);
  121. base.AnimChangeState(RiderAction.StateEnum.Atk1, 1f);
  122. }
  123. public override void Idle1()
  124. {
  125. if (!this.IsInNormalState())
  126. {
  127. return;
  128. }
  129. base.AnimChangeState(RiderAction.StateEnum.Ready, 1f);
  130. }
  131. public override bool IsInNormalState()
  132. {
  133. return this.stateMachine.currentState.IsInArray(RiderAction.NormalSta) && base.IsInNormalState();
  134. }
  135. public override bool IsInDeadState(string state)
  136. {
  137. return state == "DieQTE";
  138. }
  139. public override void AnimReady()
  140. {
  141. base.AnimChangeState(RiderAction.StateEnum.Ready, 1f);
  142. }
  143. public override void AnimMove()
  144. {
  145. base.AnimChangeState(RiderAction.StateEnum.MoveFast, 1f);
  146. }
  147. public override void Defence()
  148. {
  149. if (this.eAttr.isDead)
  150. {
  151. return;
  152. }
  153. if (this.IsInDefenceState())
  154. {
  155. return;
  156. }
  157. if (!this.eAttr.isOnGround)
  158. {
  159. return;
  160. }
  161. if (this.IsInWeakSta())
  162. {
  163. return;
  164. }
  165. if (this.stateMachine.currentState.IsInArray(RiderAction.QTESta))
  166. {
  167. return;
  168. }
  169. base.Defence();
  170. this.eAttr.timeController.SetSpeed(Vector2.zero);
  171. this.startDefenceTime = Time.time;
  172. this.defenceTime = UnityEngine.Random.Range(2f, 4f);
  173. base.AnimChangeState(RiderAction.StateEnum.DefenseState, 1f);
  174. }
  175. public override void DefenceSuccess()
  176. {
  177. if (this.eAttr.isDead)
  178. {
  179. return;
  180. }
  181. if (!this.eAttr.isOnGround)
  182. {
  183. return;
  184. }
  185. if (this.IsInWeakSta())
  186. {
  187. return;
  188. }
  189. R.Audio.PlayEffect(184, new Vector3?(base.transform.position));
  190. base.AnimChangeState(RiderAction.StateEnum.Defense, 1f);
  191. }
  192. public override bool IsInAttackState()
  193. {
  194. return this.stateMachine.currentState.IsInArray(RiderAction.AttackSta);
  195. }
  196. protected override bool EnterAtkSta(string lastState, string nextState)
  197. {
  198. return nextState.IsInArray(RiderAction.AttackSta) && !lastState.IsInArray(RiderAction.AttackSta);
  199. }
  200. protected override bool ExitAtkSta(string lastState, string nextState)
  201. {
  202. return !nextState.IsInArray(RiderAction.AttackSta) && lastState.IsInArray(RiderAction.AttackSta);
  203. }
  204. public override bool IsInWeakSta()
  205. {
  206. return this.eAttr.inWeakState;
  207. }
  208. public override bool IsInDefenceState()
  209. {
  210. return this.stateMachine.currentState.IsInArray(RiderAction.DefenseSta);
  211. }
  212. public override bool IsInSideStepState()
  213. {
  214. return false;
  215. }
  216. public override void AnimQTEHurt()
  217. {
  218. int dir = (base.player.transform.localScale.x >= 0f) ? 1 : -1;
  219. base.ChangeFace(dir);
  220. base.ExitWeakState(true);
  221. Vector3 position = base.transform.position;
  222. position.y = LayerManager.YNum.GetGroundHeight(base.gameObject);
  223. position.z = LayerManager.ZNum.TempEnemy;
  224. base.transform.position = position;
  225. base.AnimChangeState(RiderAction.StateEnum.HitQTE, 1f);
  226. }
  227. public override void AnimExecute()
  228. {
  229. int dir = (base.player.transform.localScale.x >= 0f) ? 1 : -1;
  230. base.ChangeFace(dir);
  231. base.ExitWeakState(true);
  232. Vector3 position = base.transform.position;
  233. position.y = LayerManager.YNum.GetGroundHeight(base.gameObject);
  234. position.z = LayerManager.ZNum.TempEnemy;
  235. base.transform.position = position;
  236. base.AnimChangeState(RiderAction.StateEnum.DieQTE, 1f);
  237. }
  238. public override bool IsInIdle()
  239. {
  240. return this.stateMachine.currentState == "Ready";
  241. }
  242. private static readonly string[] NormalSta = new string[]
  243. {
  244. "Ready",
  245. "MoveFast"
  246. };
  247. private static readonly string[] AttackSta = new string[]
  248. {
  249. "Atk1",
  250. "Atk2",
  251. "Atk3",
  252. "Atk2End",
  253. "Atk2Ready"
  254. };
  255. public static readonly string[] HurtSta = new string[]
  256. {
  257. "Hit1",
  258. "HitQTE"
  259. };
  260. private static readonly string[] DefenseSta = new string[]
  261. {
  262. "Defense",
  263. "DefenseState"
  264. };
  265. private static readonly string[] QTESta = new string[]
  266. {
  267. "DieQTE",
  268. "HitQTE"
  269. };
  270. public enum StateEnum
  271. {
  272. Atk1,
  273. Atk2,
  274. Atk3,
  275. Atk2End,
  276. Atk2Ready,
  277. Die,
  278. Hit1,
  279. Idle,
  280. Move,
  281. Ready,
  282. WeakMod,
  283. Die2,
  284. Defense,
  285. DieQTE,
  286. HitQTE,
  287. DefenseState,
  288. MoveFast
  289. }
  290. }