2024-03-19 21:38:59 +03:00

47 lines
1.2 KiB
C#

using Koptilnya.StateMachine;
using Mirror;
using UnityEngine;
namespace Characters.Enemy.States
{
public class IdleState : State<EnemyState>
{
private readonly Enemy _enemy;
private static readonly int DanceAnimHash = Animator.StringToHash("dance");
private bool _entered;
public IdleState(Enemy enemy) : base(EnemyState.Idle)
{
_enemy = enemy;
}
[ServerCallback]
public override void Enter()
{
_enemy.SetSpeedMul(0f);
_enemy.networkAnimator.SetTrigger(DanceAnimHash);
}
[ServerCallback]
public override void Update()
{
var stateInfo = _enemy.animator.GetCurrentAnimatorStateInfo(0);
bool inAnim = stateInfo.shortNameHash == DanceAnimHash;
if (!_entered && inAnim) _entered = true;
if (_entered && !inAnim) _enemy.ChangeState(EnemyState.Patrol);
}
[ServerCallback]
public override void Exit()
{
_entered = false;
_enemy.networkAnimator.ResetTrigger(DanceAnimHash);
_enemy.SetSpeedMul(1f);
}
}
}