125 lines
3.1 KiB
C#
125 lines
3.1 KiB
C#
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using SHADE;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
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{
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public class AttackState: AIBaseState
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{
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float timer = 0.0f;
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float windupTime = 8.0f / 30.0f;
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float holdTime = 0.3f;
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float seqTime = 8.0f / 30.0f + 0.5f;
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bool windUp = false;
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bool hold = false;
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bool seq = false;
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public AttackState(StateMachine machine): base(machine)
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{
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}
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public override void OnEnter()
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{
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timer = 0.0f;
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animator.PlayOneShot(ai.atkWindupAnim);
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windUp = true;
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hold = false;
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seq = false;
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timer = windupTime;
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RotateToVelocity rotate = machine.GetScript<RotateToVelocity>();
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if (rotate)
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rotate.active = false;
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ai.attackHitbox.SetActive(false);
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}
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public override void OnExit()
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{
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animator.Stop();
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RotateToVelocity rotate = ai.GetScript<RotateToVelocity>();
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if (rotate)
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{
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rotate.active = true;
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rotate.lookAround = false;
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}
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Transform transform = machine.GetComponent<Transform>();
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AILineOfSight los = machine.GetScript<AILineOfSight>();
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Transform playerTransform = ai.player.GetComponent<Transform>();
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if(los && transform)
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{
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Vector3 direction = playerTransform.GlobalPosition - transform.GlobalPosition;
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Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z), 0.0f);
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transform.LocalRotation = targetRotation;
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}
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ai.attackHitbox.SetActive(false);
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}
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public override void update()
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{
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timer -= Time.DeltaTimeF;
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if(windUp)
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{
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if(timer <= 0.0f)
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{
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windUp = false;
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hold = true;
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animator.Play(ai.atkHoldAnim);
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timer = holdTime;
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ai.attackHitbox.SetActive(true);
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}
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}
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else if(hold)
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{
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if(timer <= 0.0f)
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{
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hold = false;
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seq = true;
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animator.PlayOneShot(ai.atkSeqAnim);
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timer = seqTime;
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}
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}
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else if(seq)
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{
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if(timer <= 0.0f)
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{
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seq = false;
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AILineOfSight los = ai.GetScript<AILineOfSight>();
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if(los && los.withinSight)
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{
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machine.SetState(typeof(ChaseState));
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}
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else
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{
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machine.SetState(typeof(TimeoutState));
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}
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}
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}
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}
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public override void fixedUpdate()
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{
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}
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}
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}
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