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- using System;
- using ExtensionMethods;
- public class ThiefBombAction : EnemyBaseAction
- {
- protected override void Start()
- {
- this.stateMachine.AddStates(typeof(ThiefBombAction.StateEnum));
- this.stateMachine.OnEnter += this.OnMyStateEnter;
- base.AnimChangeState(ThiefBombAction.StateEnum.Idle, 1f);
- }
- private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
- {
- string state = args.state;
- if (state != null)
- {
- if (!(state == "Bomb") && !(state == "Hit1") && !(state == "Hit2") && !(state == "LookGround"))
- {
- if (state == "Idle" || state == "Walk")
- {
- this.spineAnim.Play(args.state, true, false, 1f);
- }
- }
- else
- {
- this.spineAnim.Play(args.state, false, true, 1f);
- }
- }
- }
- public void LookRound()
- {
- base.AnimChangeState(ThiefBombAction.StateEnum.LookGround, 1f);
- }
- public override void AnimMove()
- {
- base.AnimChangeState(ThiefBombAction.StateEnum.Walk, 1f);
- }
- public override void AnimReady()
- {
- base.AnimChangeState(ThiefBombAction.StateEnum.Idle, 1f);
- }
- public override bool IsInNormalState()
- {
- return this.stateMachine.currentState.IsInArray(ThiefBombAction.NormalSta) && base.IsInNormalState();
- }
- public override bool IsInIdle()
- {
- return this.stateMachine.currentState == "Idle";
- }
- public override bool IsInAttackState()
- {
- return false;
- }
- public override bool IsInDeadState(string state)
- {
- return state == "Bomb";
- }
- public override bool IsInWeakSta()
- {
- return false;
- }
- protected override bool EnterAtkSta(string lastState, string nextState)
- {
- return false;
- }
- protected override bool ExitAtkSta(string lastState, string nextState)
- {
- return false;
- }
- private static readonly string[] NormalSta = new string[]
- {
- "Idle",
- "Walk",
- "LookGround"
- };
- public enum StateEnum
- {
- Idle,
- Bomb,
- Hit1,
- Hit2,
- LookGround,
- Walk
- }
- }
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