SpiderBossAction.cs 6.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using ExtensionMethods;
  4. using UnityEngine;
  5. public class SpiderBossAction : EnemyBaseAction
  6. {
  7. static Dictionary<string, int> _003C_003Ef__switch_0024map8;
  8. protected override void Start()
  9. {
  10. this.stateMachine.AddStates(typeof(SpiderBossAction.StateEnum));
  11. this.stateMachine.OnEnter += this.OnMyStateEnter;
  12. this.stateMachine.OnTransfer += this.OnStateTransfer;
  13. base.AnimChangeState(SpiderBossAction.StateEnum.Idle, 1f);
  14. this.summonRate = 5f;
  15. }
  16. protected override void Update()
  17. {
  18. this.summonRate += Time.deltaTime;
  19. base.Update();
  20. }
  21. private void OnStateTransfer(object sender, StateMachine.TransferEventArgs args)
  22. {
  23. if (args.lastState == "JumpForward" || args.lastState == "JumpBack")
  24. {
  25. this.eAttr.timeController.SetGravity(1f);
  26. }
  27. if (args.nextState == "WeakMod")
  28. {
  29. R.Audio.PlayEffect(255, new Vector3?(base.transform.position));
  30. }
  31. }
  32. private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
  33. {
  34. string state = args.state;
  35. if (state != null)
  36. {
  37. if (SpiderBossAction._003C_003Ef__switch_0024map8 == null)
  38. {
  39. SpiderBossAction._003C_003Ef__switch_0024map8 = new Dictionary<string, int>(15)
  40. {
  41. {
  42. "Atk1",
  43. 0
  44. },
  45. {
  46. "Atk2",
  47. 0
  48. },
  49. {
  50. "Atk3",
  51. 0
  52. },
  53. {
  54. "Atk4",
  55. 0
  56. },
  57. {
  58. "DieQTE",
  59. 0
  60. },
  61. {
  62. "Hit1",
  63. 0
  64. },
  65. {
  66. "Hit2",
  67. 0
  68. },
  69. {
  70. "HitQTE",
  71. 0
  72. },
  73. {
  74. "IdleToWeakMod",
  75. 0
  76. },
  77. {
  78. "JumpBack",
  79. 0
  80. },
  81. {
  82. "JumpForward",
  83. 0
  84. },
  85. {
  86. "WeakModToIdle",
  87. 0
  88. },
  89. {
  90. "Idle",
  91. 1
  92. },
  93. {
  94. "Move",
  95. 1
  96. },
  97. {
  98. "WeakMod",
  99. 1
  100. }
  101. };
  102. }
  103. int num;
  104. if (SpiderBossAction._003C_003Ef__switch_0024map8.TryGetValue(state, out num))
  105. {
  106. if (num != 0)
  107. {
  108. if (num == 1)
  109. {
  110. this.spineAnim.Play(args.state, true, false, 1f);
  111. }
  112. }
  113. else
  114. {
  115. this.spineAnim.Play(args.state, false, true, 1f);
  116. }
  117. }
  118. }
  119. }
  120. public override void Attack1(int dir)
  121. {
  122. if (this.eAttr.isDead)
  123. {
  124. return;
  125. }
  126. if (!this.IsInNormalState())
  127. {
  128. return;
  129. }
  130. base.ChangeFace(dir);
  131. base.AnimChangeState(SpiderBossAction.StateEnum.Atk1, 1f);
  132. }
  133. public override void Attack2(int dir)
  134. {
  135. if (this.eAttr.isDead)
  136. {
  137. return;
  138. }
  139. if (!this.IsInNormalState())
  140. {
  141. return;
  142. }
  143. base.ChangeFace(dir);
  144. this.eAttr.timeController.SetGravity(0f);
  145. this.eAttr.timeController.SetSpeed(Vector2.zero);
  146. base.AnimChangeState(SpiderBossAction.StateEnum.Atk2, 1f);
  147. }
  148. public override void Attack3(int dir)
  149. {
  150. if (this.eAttr.isDead)
  151. {
  152. return;
  153. }
  154. if (!this.IsInNormalState())
  155. {
  156. return;
  157. }
  158. base.ChangeFace(dir);
  159. base.AnimChangeState(SpiderBossAction.StateEnum.Atk3, 1f);
  160. }
  161. public override void Attack4(int dir)
  162. {
  163. if (this.eAttr.isDead)
  164. {
  165. return;
  166. }
  167. if (!this.IsInNormalState())
  168. {
  169. return;
  170. }
  171. this.summonRate = 0f;
  172. if (R.Enemy.Count >= 6 && R.GameData.Difficulty <= 1)
  173. {
  174. return;
  175. }
  176. if (R.Enemy.Count >= 8 && R.GameData.Difficulty > 1)
  177. {
  178. return;
  179. }
  180. base.AnimChangeState(SpiderBossAction.StateEnum.Atk4, 1f);
  181. }
  182. public void Jump(bool back)
  183. {
  184. if (this.eAttr.isDead)
  185. {
  186. return;
  187. }
  188. if (!this.IsInNormalState())
  189. {
  190. return;
  191. }
  192. base.FaceToPlayer();
  193. this.eAttr.timeController.SetGravity(0f);
  194. this.eAttr.timeController.SetSpeed(Vector2.zero);
  195. base.AnimChangeState((!back) ? SpiderBossAction.StateEnum.JumpForward : SpiderBossAction.StateEnum.JumpBack, 1f);
  196. }
  197. public override void CounterAttack(int dir)
  198. {
  199. if (this.eAttr.isDead)
  200. {
  201. return;
  202. }
  203. if (this.IsInAttackState())
  204. {
  205. return;
  206. }
  207. if (this.stateMachine.currentState.IsInArray(SpiderBossAction.QTESta) || this.IsInWeakSta())
  208. {
  209. return;
  210. }
  211. R.Effect.Generate(128, base.transform, Vector3.up * 2f, Vector3.zero, default(Vector3), true);
  212. base.ChangeFace(dir);
  213. this.eAttr.timeController.SetGravity(0f);
  214. this.eAttr.timeController.SetSpeed(Vector2.zero);
  215. base.AnimChangeState(SpiderBossAction.StateEnum.Atk2, 1f);
  216. }
  217. public override void AnimMove()
  218. {
  219. base.AnimChangeState(SpiderBossAction.StateEnum.Move, 1f);
  220. }
  221. public override void AnimReady()
  222. {
  223. base.AnimChangeState(SpiderBossAction.StateEnum.Idle, 1f);
  224. }
  225. public override bool IsInNormalState()
  226. {
  227. return this.stateMachine.currentState.IsInArray(SpiderBossAction.NormalSta) && base.IsInNormalState();
  228. }
  229. public override bool IsInAttackState()
  230. {
  231. return this.stateMachine.currentState.IsInArray(SpiderBossAction.AttackSta);
  232. }
  233. public override bool IsInDeadState(string state)
  234. {
  235. return state == "DieQTE";
  236. }
  237. public override bool IsInWeakSta()
  238. {
  239. return this.eAttr.inWeakState;
  240. }
  241. protected override bool EnterAtkSta(string lastState, string nextState)
  242. {
  243. return nextState.IsInArray(SpiderBossAction.AttackSta) && !lastState.IsInArray(SpiderBossAction.AttackSta);
  244. }
  245. protected override bool ExitAtkSta(string lastState, string nextState)
  246. {
  247. return !nextState.IsInArray(SpiderBossAction.AttackSta) && lastState.IsInArray(SpiderBossAction.AttackSta);
  248. }
  249. public override bool IsInIdle()
  250. {
  251. return this.stateMachine.currentState == "Idle";
  252. }
  253. public override void AnimQTEHurt()
  254. {
  255. base.AnimQTEHurt();
  256. base.ChangeFace((base.player.transform.localScale.x >= 0f) ? 1 : -1);
  257. base.ExitWeakState(true);
  258. base.AnimChangeState(SpiderBossAction.StateEnum.HitQTE, 1f);
  259. }
  260. public override void AnimExecute()
  261. {
  262. base.AnimExecute();
  263. base.ChangeFace((base.player.transform.localScale.x >= 0f) ? 1 : -1);
  264. base.ExitWeakState(true);
  265. base.AnimChangeState(SpiderBossAction.StateEnum.DieQTE, 1f);
  266. }
  267. public float summonRate;
  268. private static readonly string[] NormalSta = new string[]
  269. {
  270. "Idle",
  271. "Move"
  272. };
  273. private static readonly string[] AttackSta = new string[]
  274. {
  275. "Atk1",
  276. "Atk2",
  277. "Atk3",
  278. "Atk4"
  279. };
  280. public static readonly string[] JumpSta = new string[]
  281. {
  282. "JumpForward",
  283. "JumpBack"
  284. };
  285. public static readonly string[] HurtSta = new string[]
  286. {
  287. "Hit1",
  288. "Hit2",
  289. "HitQTE"
  290. };
  291. private static readonly string[] QTESta = new string[]
  292. {
  293. "HitQTE",
  294. "DieQTE"
  295. };
  296. public enum StateEnum
  297. {
  298. Idle,
  299. Move,
  300. Atk1,
  301. Atk2,
  302. Atk3,
  303. Atk4,
  304. DieQTE,
  305. Hit1,
  306. Hit2,
  307. HitQTE,
  308. IdleToWeakMod,
  309. JumpForward,
  310. JumpBack,
  311. Null,
  312. WeakMod,
  313. WeakModToIdle
  314. }
  315. }