RiderGunAction.cs 7.4 KB

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  1. using System;
  2. using ExtensionMethods;
  3. using UnityEngine;
  4. public class RiderGunAction : EnemyBaseAction
  5. {
  6. protected override void Start()
  7. {
  8. this.stateMachine.AddStates(typeof(RiderGunAction.StateEnum));
  9. this.stateMachine.OnEnter += this.OnMyStateEnter;
  10. this.stateMachine.OnTransfer += this.OnStateTransfer;
  11. base.AnimChangeState(RiderGunAction.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(RiderGunAction.StateEnum.Ready, 1f);
  19. }
  20. }
  21. private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
  22. {
  23. RiderGunAction.StateEnum stateEnum = EnumTools.ToEnum<RiderGunAction.StateEnum>(args.state, false);
  24. switch (stateEnum)
  25. {
  26. case RiderGunAction.StateEnum.Atk1:
  27. case RiderGunAction.StateEnum.Atk2Ready:
  28. case RiderGunAction.StateEnum.Atk2End:
  29. case RiderGunAction.StateEnum.Atk3:
  30. case RiderGunAction.StateEnum.Defense:
  31. case RiderGunAction.StateEnum.DieQTE:
  32. case RiderGunAction.StateEnum.Hit1:
  33. case RiderGunAction.StateEnum.HitQTE:
  34. case RiderGunAction.StateEnum.HitToWeakMod:
  35. case RiderGunAction.StateEnum.GunAtk2Ready:
  36. case RiderGunAction.StateEnum.GunAtk2:
  37. case RiderGunAction.StateEnum.GunAtk2End:
  38. this.spineAnim.Play(stateEnum, false, true, 1f);
  39. break;
  40. case RiderGunAction.StateEnum.Atk2:
  41. case RiderGunAction.StateEnum.DefenseState:
  42. case RiderGunAction.StateEnum.Move:
  43. case RiderGunAction.StateEnum.WeakMod:
  44. case RiderGunAction.StateEnum.Ready:
  45. case RiderGunAction.StateEnum.MoveFast:
  46. this.spineAnim.Play(stateEnum, true, false, 1f);
  47. break;
  48. }
  49. }
  50. private void OnStateTransfer(object sender, StateMachine.TransferEventArgs args)
  51. {
  52. base.GetComponent<EnemyBaseHurt>().StopFollowLeftHand();
  53. if (this.ExitAtkSta(args.lastState, args.nextState))
  54. {
  55. this.eAttr.paBody = false;
  56. this.atkBox.localScale = Vector3.zero;
  57. }
  58. if (this.EnterAtkSta(args.lastState, args.nextState))
  59. {
  60. base.GetComponentInChildren<EnemyAtk>().atkId = Incrementor.GetNextId();
  61. }
  62. }
  63. public override void Attack1(int dir)
  64. {
  65. if (this.eAttr.isDead)
  66. {
  67. return;
  68. }
  69. if (!this.IsInNormalState())
  70. {
  71. return;
  72. }
  73. base.ChangeFace(dir);
  74. base.AnimChangeState(RiderGunAction.StateEnum.Atk1, 1f);
  75. }
  76. public override void Attack2(int dir)
  77. {
  78. if (this.eAttr.isDead)
  79. {
  80. return;
  81. }
  82. if (!this.IsInNormalState())
  83. {
  84. return;
  85. }
  86. base.ChangeFace(dir);
  87. base.AnimChangeState(RiderGunAction.StateEnum.Atk2Ready, 1f);
  88. }
  89. public override void Attack3(int dir)
  90. {
  91. if (this.eAttr.isDead)
  92. {
  93. return;
  94. }
  95. if (!this.IsInNormalState())
  96. {
  97. return;
  98. }
  99. base.ChangeFace(dir);
  100. base.AnimChangeState(RiderGunAction.StateEnum.Atk3, 1f);
  101. }
  102. public override void Attack4(int dir)
  103. {
  104. if (this.eAttr.isDead)
  105. {
  106. return;
  107. }
  108. if (!this.IsInNormalState())
  109. {
  110. return;
  111. }
  112. base.ChangeFace(dir);
  113. base.AnimChangeState(RiderGunAction.StateEnum.GunAtk2Ready, 1f);
  114. }
  115. public override void CounterAttack(int dir)
  116. {
  117. if (this.eAttr.isDead)
  118. {
  119. return;
  120. }
  121. if (this.IsInAttackState())
  122. {
  123. return;
  124. }
  125. if (this.stateMachine.currentState.IsInArray(RiderGunAction.QTESta) || this.IsInWeakSta())
  126. {
  127. return;
  128. }
  129. R.Effect.Generate(128, base.transform, Vector3.up * 3.3f, Vector3.zero, default(Vector3), true);
  130. base.ChangeFace(dir);
  131. base.AnimChangeState(RiderGunAction.StateEnum.Atk1, 1f);
  132. }
  133. public override void Idle1()
  134. {
  135. if (!this.IsInNormalState())
  136. {
  137. return;
  138. }
  139. base.AnimChangeState(RiderGunAction.StateEnum.Ready, 1f);
  140. }
  141. public override bool IsInNormalState()
  142. {
  143. return this.stateMachine.currentState.IsInArray(RiderGunAction.NormalSta) && base.IsInNormalState();
  144. }
  145. public override bool IsInDeadState(string state)
  146. {
  147. return state == "DieQTE";
  148. }
  149. public override void AnimReady()
  150. {
  151. base.AnimChangeState(RiderGunAction.StateEnum.Ready, 1f);
  152. }
  153. public override void AnimMove()
  154. {
  155. base.AnimChangeState(RiderGunAction.StateEnum.MoveFast, 1f);
  156. }
  157. public override void Defence()
  158. {
  159. if (this.eAttr.isDead)
  160. {
  161. return;
  162. }
  163. if (this.IsInDefenceState())
  164. {
  165. return;
  166. }
  167. if (!this.eAttr.isOnGround)
  168. {
  169. return;
  170. }
  171. if (this.IsInWeakSta())
  172. {
  173. return;
  174. }
  175. if (this.stateMachine.currentState.IsInArray(RiderGunAction.QTESta))
  176. {
  177. return;
  178. }
  179. base.Defence();
  180. this.eAttr.timeController.SetSpeed(Vector2.zero);
  181. this.startDefenceTime = Time.time;
  182. this.defenceTime = UnityEngine.Random.Range(2f, 4f);
  183. base.AnimChangeState(RiderGunAction.StateEnum.DefenseState, 1f);
  184. }
  185. public override void DefenceSuccess()
  186. {
  187. if (this.eAttr.isDead)
  188. {
  189. return;
  190. }
  191. if (!this.eAttr.isOnGround)
  192. {
  193. return;
  194. }
  195. if (this.IsInWeakSta())
  196. {
  197. return;
  198. }
  199. R.Audio.PlayEffect(184, new Vector3?(base.transform.position));
  200. base.AnimChangeState(RiderGunAction.StateEnum.Defense, 1f);
  201. }
  202. public override bool IsInAttackState()
  203. {
  204. return this.stateMachine.currentState.IsInArray(RiderGunAction.AttackSta);
  205. }
  206. protected override bool EnterAtkSta(string lastState, string nextState)
  207. {
  208. return nextState.IsInArray(RiderGunAction.AttackSta) && !lastState.IsInArray(RiderGunAction.AttackSta);
  209. }
  210. protected override bool ExitAtkSta(string lastState, string nextState)
  211. {
  212. return !nextState.IsInArray(RiderGunAction.AttackSta) && lastState.IsInArray(RiderGunAction.AttackSta);
  213. }
  214. public override bool IsInWeakSta()
  215. {
  216. return this.eAttr.inWeakState;
  217. }
  218. public override bool IsInDefenceState()
  219. {
  220. return this.stateMachine.currentState.IsInArray(RiderGunAction.DefenseSta);
  221. }
  222. public override bool IsInSideStepState()
  223. {
  224. return false;
  225. }
  226. public override void AnimQTEHurt()
  227. {
  228. int dir = (base.player.transform.localScale.x >= 0f) ? 1 : -1;
  229. base.ChangeFace(dir);
  230. base.ExitWeakState(true);
  231. Vector3 position = base.transform.position;
  232. position.y = LayerManager.YNum.GetGroundHeight(base.gameObject);
  233. position.z = LayerManager.ZNum.TempEnemy;
  234. base.transform.position = position;
  235. base.AnimChangeState(RiderGunAction.StateEnum.HitQTE, 1f);
  236. }
  237. public override void AnimExecute()
  238. {
  239. int dir = (base.player.transform.localScale.x >= 0f) ? 1 : -1;
  240. base.ChangeFace(dir);
  241. base.ExitWeakState(true);
  242. Vector3 position = base.transform.position;
  243. position.y = LayerManager.YNum.GetGroundHeight(base.gameObject);
  244. position.z = LayerManager.ZNum.TempEnemy;
  245. base.transform.position = position;
  246. base.AnimChangeState(RiderGunAction.StateEnum.DieQTE, 1f);
  247. }
  248. public override bool IsInIdle()
  249. {
  250. return this.stateMachine.currentState == "Ready";
  251. }
  252. private static readonly string[] NormalSta = new string[]
  253. {
  254. "Move",
  255. "Ready",
  256. "MoveFast"
  257. };
  258. private static readonly string[] AttackSta = new string[]
  259. {
  260. "Atk1",
  261. "Atk2Ready",
  262. "Atk2",
  263. "Atk2End",
  264. "Atk3",
  265. "GunAtk2Ready",
  266. "GunAtk2",
  267. "GunAtk2End"
  268. };
  269. private static readonly string[] DefenseSta = new string[]
  270. {
  271. "Defense",
  272. "DefenseState"
  273. };
  274. public static readonly string[] QTESta = new string[]
  275. {
  276. "DieQTE",
  277. "HitQTE"
  278. };
  279. public enum StateEnum
  280. {
  281. Atk1,
  282. Atk2Ready,
  283. Atk2,
  284. Atk2End,
  285. Atk3,
  286. Defense,
  287. DefenseState,
  288. DieQTE,
  289. Hit1,
  290. HitQTE,
  291. HitToWeakMod,
  292. Move,
  293. WeakMod,
  294. Ready,
  295. GunAtk2Ready,
  296. GunAtk2,
  297. GunAtk2End,
  298. MoveFast
  299. }
  300. }