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using System.Collections;
using Koptilnya;
using Koptilnya.StateMachine;
using Mirror;
using UnityEditor.Timeline.Actions;
using UnityEngine;
namespace Characters.Enemy.States
{
public class StunnedState : State<EnemyState>
{
private readonly Enemy _enemy;
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private static readonly int StunnedAnimHash = Animator.StringToHash("stunned");
private bool _entered;
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public StunnedState(Enemy enemy) : base(EnemyState.Stunned)
{
_enemy = enemy;
}
public override void Enter()
{
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if (_enemy.isServer)
{
_enemy.canAttack = false;
_enemy.target = null;
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_enemy.SetSpeedMul(0f);
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_enemy.networkAnimator.SetTrigger(StunnedAnimHash);
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}
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if(_enemy.isClient)
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{
_enemy.hitVFX.Stop();
_enemy.hitVFX.Play();
}
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}
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[Server]
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public override void ReEnter()
{
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Debug.Log("Reenter stunned state");
_enemy.networkAnimator.SetTrigger(StunnedAnimHash);
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}
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public override void Update()
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{
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if (!_enemy.isServer) return;
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var stateInfo = _enemy.animator.GetCurrentAnimatorStateInfo(0);
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bool inAnim = stateInfo.shortNameHash == StunnedAnimHash;
if (!_entered && inAnim) _entered = true;
if (_entered && !inAnim)
{
_enemy.state = EnemyState.Patrol;
}
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}
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public override void Exit()
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{
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if (!_enemy.isServer) return;
_entered = false;
_enemy.networkAnimator.ResetTrigger(StunnedAnimHash);
_enemy.SetSpeedMul(1f);
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_enemy.canAttack = true;
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}
}
}