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

70 lines
1.8 KiB
C#

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;
private static readonly int StunnedAnimHash = Animator.StringToHash("stunned");
private bool _entered;
public StunnedState(Enemy enemy) : base(EnemyState.Stunned)
{
_enemy = enemy;
}
public override void Enter()
{
if (_enemy.isServer)
{
_enemy.canAttack = false;
_enemy.targetTransform = null;
_enemy.SetSpeedMul(0f);
_enemy.networkAnimator.SetTrigger(StunnedAnimHash);
}
if(_enemy.isClient)
{
_enemy.hitVFX.Stop();
_enemy.hitVFX.Play();
}
}
[ServerCallback]
public override void ReEnter()
{
_enemy.networkAnimator.SetTrigger(StunnedAnimHash);
}
[ServerCallback]
public override void Update()
{
var stateInfo = _enemy.animator.GetCurrentAnimatorStateInfo(0);
bool inAnim = stateInfo.shortNameHash == StunnedAnimHash;
if (!_entered && inAnim) _entered = true;
if (_entered && !inAnim) _enemy.ChangeState(EnemyState.Patrol);
}
[ServerCallback]
public override void Exit()
{
_entered = false;
_enemy.networkAnimator.ResetTrigger(StunnedAnimHash);
_enemy.SetSpeedMul(1f);
_enemy.canAttack = true;
}
}
}