44 lines
1.1 KiB
C#
44 lines
1.1 KiB
C#
using Koptilnya.StateMachine;
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using UnityEngine;
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namespace Characters.Enemy.States
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{
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public class IdleState : State<EnemyState>
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{
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private readonly Enemy _enemy;
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private static readonly int DanceAnimHash = Animator.StringToHash("dance");
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public IdleState(Enemy enemy) : base(EnemyState.Idle)
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{
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_enemy = enemy;
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}
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public override void Enter()
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{
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if (!_enemy.isServer) return;
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_enemy.SetSpeedMul(0f);
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_enemy.animator.SetBool(DanceAnimHash, true);
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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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if (stateInfo.shortNameHash == DanceAnimHash && stateInfo.normalizedTime >= 1)
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{
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_enemy.state = EnemyState.Patrol;
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}
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}
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public override void Exit()
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{
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if (!_enemy.isServer) return;
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_enemy.animator.SetBool(DanceAnimHash, false);
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_enemy.SetSpeedMul(1f);
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}
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}
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} |