summaryrefslogtreecommitdiff
path: root/Assets/Scripts/Test/SaionjiScript_States.cs
diff options
context:
space:
mode:
authorchai <chaifix@163.com>2022-03-10 14:07:40 +0800
committerchai <chaifix@163.com>2022-03-10 14:07:40 +0800
commit22891bf59032ba88262824255a706d652031384b (patch)
tree7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/Scripts/Test/SaionjiScript_States.cs
parent8b04ea73e540067f83870b61d89db4868fea5e8a (diff)
* move folder
Diffstat (limited to 'Assets/Scripts/Test/SaionjiScript_States.cs')
-rw-r--r--Assets/Scripts/Test/SaionjiScript_States.cs391
1 files changed, 0 insertions, 391 deletions
diff --git a/Assets/Scripts/Test/SaionjiScript_States.cs b/Assets/Scripts/Test/SaionjiScript_States.cs
deleted file mode 100644
index 0ed8eef2..00000000
--- a/Assets/Scripts/Test/SaionjiScript_States.cs
+++ /dev/null
@@ -1,391 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public partial class SaionjiScript : Avatar
-{
-
- /// <summary>
- /// 设置states
- /// </summary>
- void SetupStates()
- {
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // states
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- IdleState idle = new IdleState(animator, Anim_Idle);
-
- MoveState move = new MoveState(animator, Anim_Run);
- MoveState dash = new MoveState(animator, Anim_DashWithSword);
-
- JumpStateConfig jumpConfig = new JumpStateConfig
- {
- animator = animator,
- collider = m_BodyCollider,
- body = m_Body,
- neutralJumpSpeedY = 13f,
- fowardJumpSpeedX = 5f,
- backwardJumpSpeedX = -5f,
- animJump = Anim_JumpStart,
- animJumpEnd = Anim_JumpEnd,
- animNU = Anim_JumpUp,
- animND = Anim_JumpDown,
- animFU = Anim_JumpUp,
- animFD = Anim_JumpDown,
- animBU = Anim_JumpUp,
- animBD = Anim_JumpDown,
- skipStart = true,
- };
- JumpState jump = new JumpState(jumpConfig);
-
- AttackState airDash = new AttackState(animator, Anim_AirDash, m_Body);
-
- AttackStateConfig config;
-
- //招式会绑定一个motion
- HitDefination hitDef = new HitDefination
- {
- type = HitType.Air,
- hurtAddForce = new Vector3(0, 20000, 0),
- sparkName = "Bullet_WhiteSpark",
- sparkHostType = HitSparkHost.Center
- };
- AttackState attk1 = new AttackState(animator, Anim_LightAttack1, m_Body);
- attk1.AddHitDefination(hitDef);
- AttackState attk2 = new AttackState(animator, Anim_LightAttack2, m_Body);
- attk2.AddHitDefination(hitDef);
- AttackState attk3 = new AttackState(animator, Anim_LightAttack3, m_Body);
- attk3.AddHitDefination(hitDef);
- AttackState attk4 = new AttackState(animator, Anim_LightAttack4, m_Body);
- attk4.AddHitDefination(hitDef);
- AttackState attk5 = new AttackState(animator, Anim_LightAttack5, m_Body);
- attk5.AddHitDefination(hitDef);
- AttackState attkRush = new AttackState(animator, Anim_LightAttackRush, m_Body);
-
- config = new AttackStateConfig() {
- animator = this.animator,
- body = this.m_Body,
- motion = Anim_SideKick,
- velocity = new Vector3(20, 1.5f, 0)
- };
- AttackState sideKick = new AttackState(config);
-
- AttackState sideKickRush = new AttackState(animator, Anim_SideKickRush, m_Body);
- AttackState superKick = new AttackState(animator, Anim_SuperKick, m_Body);
- AttackState gun1 = new AttackState(animator, Anim_Gun1, m_Body);
- AttackState gun2 = new AttackState(animator, Anim_Gun2, m_Body);
- AttackState gun3 = new AttackState(animator, Anim_Gun3, m_Body);
- AttackState gun4 = new AttackState(animator, Anim_Gun4, m_Body);
-
- AttackState airAttk1 = new AttackState(animator, Anim_AirAttack1, m_Body);
- hitDef = new HitDefination
- {
- type = HitType.Air,
- hurtAddForce = new Vector3(0,10000,0),
- sparkName = "Bullet_WhiteSpark",
- sparkHostType = HitSparkHost.Center
- };
- airAttk1.AddHitDefination(hitDef);
-
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // actions
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ActionTurn180 turn180 = new ActionTurn180(this.transform);
- ActionTowardLeft towardLeft = new ActionTowardLeft(this.transform);
- ActionTowardRight towardRight = new ActionTowardRight(this.transform);
-
- ActionJump toJump = new ActionJump(m_StateController, jump);
- ActionJumpForward toJumpForward = new ActionJumpForward(m_StateController, jump);
-
- ActionSwitchState switchToMove = new ActionSwitchState(m_StateController, move);
- ActionSwitchState switchToIdle = new ActionSwitchState(m_StateController, idle);
- ActionSwitchState switchToAttk1 = new ActionSwitchState(m_StateController, attk1);
- ActionSwitchState switchToAttk2 = new ActionSwitchState(m_StateController, attk2);
- ActionSwitchState switchToAttk3 = new ActionSwitchState(m_StateController, attk3);
- ActionSwitchState switchToAttk4 = new ActionSwitchState(m_StateController, attk4);
- ActionSwitchState switchToAttk5 = new ActionSwitchState(m_StateController, attk5);
- ActionSwitchState switchToAttkRush = new ActionSwitchState(m_StateController, attkRush);
- ActionSwitchState switchToSideKick = new ActionSwitchState(m_StateController, sideKick);
- ActionSwitchState switchToSideKickRush = new ActionSwitchState(m_StateController, sideKickRush);
- ActionSwitchState switchToDash = new ActionSwitchState(m_StateController, dash);
- ActionSwitchState switchToSuperKick = new ActionSwitchState(m_StateController, superKick);
- ActionSwitchState switchToGun1 = new ActionSwitchState(m_StateController, gun1);
- ActionSwitchState switchToGun2 = new ActionSwitchState(m_StateController, gun2);
- ActionSwitchState switchToGun3 = new ActionSwitchState(m_StateController, gun3);
- ActionSwitchState switchToGun4 = new ActionSwitchState(m_StateController, gun4);
-
- ActionSwitchState switchToAirDash = new ActionSwitchState(m_StateController, airDash);
- ActionSwitchState switchToAirAttk1 = new ActionSwitchState(m_StateController, airAttk1);
-
- ActionWipeCmdRecord wipeCmdRecord = new ActionWipeCmdRecord();
-
- ActionEffectGhost enableGhost = new ActionEffectGhost(Effects[0] as CharacterGhostEffect);
- ActionDisableGhost disableGhost = new ActionDisableGhost(Effects[0] as CharacterGhostEffect);
-
- ActionActivateAfterImage enableAfterImage = new ActionActivateAfterImage(true);
- ActionActivateAfterImage disaleAfterImage = new ActionActivateAfterImage(false);
- ActionAfterImageInterval smallAfterImageInterval = new ActionAfterImageInterval(2);
- ActionAfterImageInterval midiumAfterImageInterval = new ActionAfterImageInterval(5);
-
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // conditions
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ConditionCommand condLeftCmd = new ConditionCommand(GamepadButton.Left);
- ConditionCommand condRightCmd = new ConditionCommand(GamepadButton.Right);
- ConditionNoMoveButtonHold condNoMoveButtonHold = new ConditionNoMoveButtonHold();
- ConditionButtonHold condRightButtonHold = new ConditionButtonHold(GamepadButton.Right);
- ConditionButtonHold condLeftButtonHold = new ConditionButtonHold(GamepadButton.Left);
- ConditionCommand condUpCmd = new ConditionCommand(GamepadButton.Up);
- ConditionCommand condTriangleCmd = new ConditionCommand(GamepadButton.Triangle);
- ConditionCommand condCircleCmd = new ConditionCommand(GamepadButton.Circle);
- ConditionCommand condCrossCmd = new ConditionCommand(GamepadButton.Cross);
- ConditionCommand condSquareCmd = new ConditionCommand(GamepadButton.Square);
- ConditionTowardLeft condTowardLeft = new ConditionTowardLeft(this.transform);
- ConditionTowardRight condTowardRight = new ConditionTowardRight(this.transform);
- ConditionCommandSeq condRight2Cmd = new ConditionCommandSeq(new List<GamepadButton>{GamepadButton.Right, GamepadButton.Right }, 0.8f);
- ConditionCommandSeq condLeft2Cmd = new ConditionCommandSeq(new List<GamepadButton> { GamepadButton.Left, GamepadButton.Left }, 0.8f);
- ConditionCommandSeq condDRC = new ConditionCommandSeq(new List<GamepadButton> { GamepadButton.Down, GamepadButton.Right, GamepadButton.Circle}, 1f);
- ConditionCommandSeq condDLC = new ConditionCommandSeq(new List<GamepadButton> { GamepadButton.Down, GamepadButton.Left, GamepadButton.Circle }, 1f);
- ConditionCommandSeq condDR = new ConditionCommandSeq(new List<GamepadButton> { GamepadButton.Down, GamepadButton.Right}, 1f);
- ConditionCommandSeq condDL = new ConditionCommandSeq(new List<GamepadButton> { GamepadButton.Down, GamepadButton.Left}, 1f);
-
- ConditionHit condIsHit = new ConditionHit(this);
-
- ConditionJumpDone condJumpDone = new ConditionJumpDone(jump);
- ConditionJumpOnGround condJumpOnGround = new ConditionJumpOnGround(jump);
-
- ConditionInAir condInAir = new ConditionInAir(m_BodyCollider);
-
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // common triggers
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- Trigger triggerTurnRight = new Trigger(And(condRightCmd, Not(condTowardRight)), towardRight);
- Trigger triggerTurnLeft = new Trigger(And(condLeftCmd, Not(condTowardLeft)), towardLeft);
-
- Trigger trigger = null;
-
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // state setup
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
- // idle state
- trigger = new Trigger(condTriangleCmd, toJump) ;
- idle.AddTrigger(trigger);
- trigger = new Trigger(And(condTowardRight, condDRC), new List<ActionBase> { wipeCmdRecord, switchToSuperKick });
- idle.AddTrigger(trigger);
- trigger = new Trigger(And(condTowardLeft, condDLC), new List<ActionBase> { wipeCmdRecord, switchToSuperKick });
- idle.AddTrigger(trigger);
- trigger = new Trigger(And(condTowardRight, And(condRightCmd, condRight2Cmd)), new List<ActionBase> { wipeCmdRecord , switchToDash });
- idle.AddTrigger(trigger);
- trigger = new Trigger(And(condTowardLeft, And(condLeftCmd, condLeft2Cmd)), new List<ActionBase> { wipeCmdRecord , switchToDash });
- idle.AddTrigger(trigger);
- trigger = new Trigger(And(condRightButtonHold, Not(condDR)), new List<ActionBase> { switchToMove, towardRight });
- idle.AddTrigger(trigger);
- trigger = new Trigger(And(condLeftButtonHold, Not(condDL)), new List<ActionBase> { switchToMove, towardLeft });
- idle.AddTrigger(trigger);
- trigger = new Trigger(condCircleCmd, switchToAttk1);
- idle.AddTrigger(trigger);
- trigger = new Trigger(condCrossCmd, switchToSideKick);
- idle.AddTrigger(trigger);
- trigger = new Trigger(condSquareCmd, switchToGun1);
- idle.AddTrigger(trigger);
- idle.AddTrigger(triggerTurnRight);
- idle.AddTrigger(triggerTurnLeft);
-
- // move state
- //trigger = new Trigger(Or(Ands(condRightButtonHold, condTowardRight, condTriangleCmd), Ands(condLeftButtonHold, condTowardLeft, condTriangleCmd)), toJumpForward);
- //move.AddTrigger(trigger);
- trigger = new Trigger(condTriangleCmd, toJump);
- move.AddTrigger(trigger);
- trigger = new Trigger(And(condTowardRight, And(condRightCmd, condRight2Cmd)), new List<ActionBase> { wipeCmdRecord, switchToDash, });
- move.AddTrigger(trigger);
- trigger = new Trigger(And(condTowardLeft, And(condLeftCmd, condLeft2Cmd)), new List<ActionBase> { wipeCmdRecord, switchToDash });
- move.AddTrigger(trigger);
- trigger = new Trigger(And(condRightButtonHold, condCircleCmd), new List<ActionBase> { towardRight, switchToAttkRush });
- move.AddTrigger(trigger);
- trigger = new Trigger(And(condLeftButtonHold, condCircleCmd), new List<ActionBase> { towardLeft, switchToAttkRush });
- move.AddTrigger(trigger);
- trigger = new Trigger(And(condRightButtonHold, condCrossCmd), new List<ActionBase> { towardRight, switchToSideKickRush });
- move.AddTrigger(trigger);
- trigger = new Trigger(And(condLeftButtonHold, condCrossCmd), new List<ActionBase> { towardLeft, switchToSideKickRush });
- move.AddTrigger(trigger);
- trigger = new Trigger(And(condTowardRight, Not(condRightButtonHold)), switchToIdle);
- move.AddTrigger(trigger);
- trigger = new Trigger(And(condTowardLeft, Not(condLeftButtonHold)), switchToIdle);
- move.AddTrigger(trigger);
- trigger = new Trigger(condCircleCmd, switchToAttk1);
- move.AddTrigger(trigger);
- trigger = new Trigger(condCrossCmd, switchToSideKick);
- move.AddTrigger(trigger);
-
- // jump state
- trigger = new Trigger(condJumpOnGround, new ActionSetVelocity(m_Body, Vector3.zero), TriggerOnlyOnce.On, TriggerSwallow.Off);
- jump.AddTrigger(trigger);
- trigger = new Trigger(Ands(condInAir, condRightCmd, condRight2Cmd), new List<ActionBase> { towardRight, switchToAirDash, new ActionSetVelocity(m_Body, new Vector3(25, 0, 0)), new ActionDontUseGravity(m_Body), enableAfterImage, midiumAfterImageInterval});
- jump.AddTrigger(trigger);
- trigger = new Trigger(Ands(condInAir, condLeftCmd, condLeft2Cmd), new List<ActionBase> { towardLeft, switchToAirDash, new ActionSetVelocity(m_Body, new Vector3(-25, 0, 0)), new ActionDontUseGravity(m_Body), enableAfterImage, midiumAfterImageInterval });
- jump.AddTrigger(trigger);
- trigger = new Trigger(Ands(condInAir, condCircleCmd), new List<ActionBase> { switchToAirAttk1, new ActionSetLocalVelocity(m_Body, new Vector3(0, 0, 0)), new ActionDontUseGravity(m_Body), enableAfterImage, smallAfterImageInterval});
- jump.AddTrigger(trigger);
- ConditionCheckJumpState condCheckJump = new ConditionCheckJumpState(jump, JumpState.Stage.None, JumpState.Direction.Neutral);
- trigger = new Trigger(And(condRightButtonHold, condCheckJump), new List<ActionBase> { towardRight, new ActionSetVelocityX(m_Body, 4)}, TriggerOnlyOnce.Off, TriggerSwallow.Off);
- jump.AddTrigger(trigger);
- trigger = new Trigger(And(condLeftButtonHold, condCheckJump), new List<ActionBase> { towardLeft, new ActionSetVelocityX(m_Body,-4) }, TriggerOnlyOnce.Off, TriggerSwallow.Off);
- jump.AddTrigger(trigger);
- //trigger = new Trigger(Ands(condCheckJump, Not(condRightButtonHold), Not(condLeftButtonHold)), new ActionSetVelocityX(m_Body, 0), TriggerOnlyOnce.Off, TriggerSwallow.Off);
- //jump.AddTrigger(trigger);
- trigger = new Trigger(Ands(new ConditionJumpDone(jump, 0.4f), condJumpOnGround, Or(condRightButtonHold, condLeftButtonHold)), switchToMove);
- jump.AddTrigger(trigger);
- trigger = new Trigger(condJumpDone, switchToIdle);
- jump.AddTrigger(trigger);
-
- // dash state
- trigger = new Trigger(And(new ConditionMotionRange(animator, 0.5f, 1.0f), condCircleCmd), switchToAttk1);
- dash.AddTrigger(trigger);
- trigger = new Trigger(new ConditionMotionAtEnd(animator, Anim_DashWithSword), switchToIdle);
- dash.AddTrigger(trigger);
-
- // attack states
- float expireTime = 0.3f;
-
- // sword normal attack
- ConditionMotionAtEnd condAttk1AtEnd = new ConditionMotionAtEnd(animator, Anim_LightAttack1);
- trigger = new Trigger(And(condAttk1AtEnd, condCircleCmd), switchToAttk2);
- attk1.AddTrigger(trigger);
- ConditionAttkExpireTime condAttk1ExpireTime = new ConditionAttkExpireTime(attk1, expireTime);
- trigger = new Trigger(condAttk1ExpireTime, switchToIdle);
- attk1.AddTrigger(trigger);
- attk1.AddTrigger(triggerTurnRight);
- attk1.AddTrigger(triggerTurnLeft);
- //trigger = new Trigger(condIsHit, new ActionLog("hit!!!"));
- //attk1.AddLateTrigger(trigger);
-
- //ConditionMotionRange condAttkRushGhostRange = new ConditionMotionRange(animator, 0f, 0.8f);
- //trigger = new Trigger(condAttkRushGhostRange, enableGhost, false);
- //attkRush.AddTrigger(trigger);
- //ConditionMotionRange condAttkRushGhostDisableRange = new ConditionMotionRange(animator, 0.8f, 10f);
- //trigger = new Trigger(condAttkRushGhostDisableRange, disableGhost, false);
- //attkRush.AddTrigger(trigger);
- ConditionMotionRange condAttkRushAtRange = new ConditionMotionRange(animator, 0.5f, 1f);
- trigger = new Trigger(And(condAttkRushAtRange, condCircleCmd), switchToAttk2);
- attkRush.AddTrigger(trigger);
- //trigger = new Trigger(And(And(condAttkRushAtRange, condTowardRight), condRightCmd), switchToAttkRush);
- //attkRush.AddTrigger(trigger);
- //trigger = new Trigger(And(And(condAttkRushAtRange, condTowardLeft), condLeftCmd), switchToAttkRush);
- //attkRush.AddTrigger(trigger);
- ConditionAttkExpireTime condAttkRushExpireTime = new ConditionAttkExpireTime(attkRush, expireTime);
- trigger = new Trigger(condAttkRushExpireTime, switchToIdle);
- attkRush.AddTrigger(trigger);
- //attkRush.AddTrigger(triggerTurnRight);
- //attkRush.AddTrigger(triggerTurnLeft);
-
- ConditionMotionAtEnd condAttk2AtEnd = new ConditionMotionAtEnd(animator, Anim_LightAttack2);
- trigger = new Trigger(And(condAttk2AtEnd, condCircleCmd), switchToAttk3);
- attk2.AddTrigger(trigger);
- ConditionAttkExpireTime condAttk2ExpireTime = new ConditionAttkExpireTime(attk2, expireTime);
- trigger = new Trigger(condAttk2ExpireTime, switchToIdle);
- attk2.AddTrigger(trigger);
- attk2.AddTrigger(triggerTurnRight);
- attk2.AddTrigger(triggerTurnLeft);
-
- ConditionMotionAtEnd condAttk3AtEnd = new ConditionMotionAtEnd(animator, Anim_LightAttack3);
- trigger = new Trigger(And(condAttk3AtEnd, condCircleCmd), switchToAttk4);
- attk3.AddTrigger(trigger);
- ConditionAttkExpireTime condAttk3ExpireTime = new ConditionAttkExpireTime(attk3, expireTime);
- trigger = new Trigger(condAttk3ExpireTime, switchToIdle);
- attk3.AddTrigger(trigger);
- attk3.AddTrigger(triggerTurnRight);
- attk3.AddTrigger(triggerTurnLeft);
-
- ConditionMotionAtEnd condAttk4AtEnd = new ConditionMotionAtEnd(animator, Anim_LightAttack4);
- trigger = new Trigger(And(condAttk4AtEnd, condCircleCmd), switchToAttk5);
- attk4.AddTrigger(trigger);
- ConditionAttkExpireTime condAttk4ExpireTime = new ConditionAttkExpireTime(attk4, expireTime);
- trigger = new Trigger(condAttk4ExpireTime, switchToIdle);
- attk4.AddTrigger(trigger);
- attk4.AddTrigger(triggerTurnRight);
- attk4.AddTrigger(triggerTurnLeft);
-
- ConditionMotionAtEnd condAttk5AtEnd = new ConditionMotionAtEnd(animator, Anim_LightAttack5);
- trigger = new Trigger(condAttk5AtEnd, switchToIdle);
- attk5.AddTrigger(trigger);
- ConditionAttkExpireTime condAttk5ExpireTime = new ConditionAttkExpireTime(attk5, expireTime);
- trigger = new Trigger(condAttk5ExpireTime, switchToIdle);
- attk5.AddTrigger(trigger);
- attk5.AddTrigger(triggerTurnRight);
- attk5.AddTrigger(triggerTurnLeft);
-
- // side kick normal
- ConditionMotionAtEnd condKickMotionEnd = new ConditionMotionAtEnd(animator, Anim_SideKick);
- trigger = new Trigger(condKickMotionEnd, new ActionSetVelocity(m_Body, Vector3.zero), TriggerOnlyOnce.On, TriggerSwallow.Off);
- sideKick.AddTrigger(trigger);
- ConditionAttkExpireTime condSideKickExpireTime = new ConditionAttkExpireTime(sideKick, expireTime);
- trigger = new Trigger(condSideKickExpireTime, switchToIdle);
- sideKick.AddTrigger(trigger);
-
- // side kick rush
- ConditionAttkExpireTime condSideKickRushExpireTime = new ConditionAttkExpireTime(sideKickRush, expireTime);
- trigger = new Trigger(condSideKickRushExpireTime, switchToIdle);
- sideKickRush.AddTrigger(trigger);
- ConditionMotionRange condSideKickRushMotionRange = new ConditionMotionRange(animator, 0.5f, 10f);
- trigger = new Trigger(And(condSideKickRushMotionRange, And(condRightButtonHold, condCircleCmd)), new List<ActionBase> { towardRight, switchToAttkRush });
- sideKickRush.AddTrigger(trigger);
- trigger = new Trigger(And(condSideKickRushMotionRange, And(condLeftButtonHold, condCircleCmd)), new List<ActionBase> { towardLeft, switchToAttkRush });
- sideKickRush.AddTrigger(trigger);
-
- // super kick combo
- ConditionMotionRange condSuperKickComboBegin = new ConditionMotionRange(animator, 0f, 1f);
- trigger = new Trigger(condSuperKickComboBegin, new ActionDontUseGravity(m_Body));
- superKick.AddTrigger(trigger);
- ConditionAttkExpireTime condSuperKickExpireTime = new ConditionAttkExpireTime(superKick, expireTime);
- trigger = new Trigger(condSuperKickExpireTime, new List < ActionBase >() { switchToIdle , new ActionUseGravity(m_Body) });
- superKick.AddTrigger(trigger);
-
- // gun normal
- ConditionMotionAtEnd condGun1AtEnd = new ConditionMotionAtEnd(animator, Anim_Gun1);
- trigger = new Trigger(And(condGun1AtEnd, condSquareCmd), switchToGun2);
- gun1.AddTrigger(trigger);
- ConditionAttkExpireTime condGun1ExpireTime = new ConditionAttkExpireTime(gun1, expireTime);
- trigger = new Trigger(condGun1ExpireTime, switchToIdle);
- gun1.AddTrigger(trigger);
-
- ConditionMotionAtEnd condGun2AtEnd = new ConditionMotionAtEnd(animator, Anim_Gun2);
- trigger = new Trigger(And(condGun2AtEnd, condSquareCmd), switchToGun3);
- gun2.AddTrigger(trigger);
- ConditionAttkExpireTime condGun2ExpireTime = new ConditionAttkExpireTime(gun2, expireTime);
- trigger = new Trigger(condGun2ExpireTime, switchToIdle);
- gun2.AddTrigger(trigger);
-
- ConditionMotionAtEnd condGun3AtEnd = new ConditionMotionAtEnd(animator, Anim_Gun3);
- trigger = new Trigger(And(condGun3AtEnd, condSquareCmd), switchToGun4);
- gun3.AddTrigger(trigger);
- ConditionAttkExpireTime condGun3ExpireTime = new ConditionAttkExpireTime(gun3, expireTime);
- trigger = new Trigger(condGun3ExpireTime, switchToIdle);
- gun3.AddTrigger(trigger);
-
- ConditionAttkExpireTime condGun4ExpireTime = new ConditionAttkExpireTime(gun4, expireTime);
- trigger = new Trigger(condGun4ExpireTime, switchToIdle);
- gun4.AddTrigger(trigger);
- ConditionMotionRange condGun4MotionRange = new ConditionMotionRange(animator, 0.6f, 1f);
- trigger = new Trigger(And(condGun4MotionRange, condRight2Cmd), new List<ActionBase> { switchToDash, towardRight });
- gun4.AddTrigger(trigger);
- trigger = new Trigger(And(condGun4MotionRange, condLeft2Cmd), new List<ActionBase> { switchToDash, towardLeft });
- gun4.AddTrigger(trigger);
-
- // air dash
- trigger = new Trigger(new ConditionMotionRange(animator, 0.8f, 1f), disaleAfterImage, TriggerOnlyOnce.On, TriggerSwallow.Off);
- airDash.AddTrigger(trigger);
- trigger = new Trigger(new ConditionMotionAtEnd(animator, Anim_AirDash), new List<ActionBase> { new ActionSetVelocity(m_Body, Vector3.zero), new ActionUseGravity(m_Body), toJump });
- airDash.AddTrigger(trigger);
-
- trigger = new Trigger(new ConditionMotionRange(animator, 0.18f, 1f), new ActionPlayEffect("Air_Attk1", this, new Vector3(-136.805f, 0, 0), new Vector3(0.8f, 0.8f, 0.8f)), TriggerOnlyOnce.On, TriggerSwallow.Off);
- airAttk1.AddTrigger(trigger);
- trigger = new Trigger(new ConditionMotionRange(animator, 0.6f,1f), disaleAfterImage, TriggerOnlyOnce.On, TriggerSwallow.Off);
- airAttk1.AddTrigger(trigger);
- trigger = new Trigger(new ConditionMotionAtEnd(animator, Anim_AirAttack1), new List<ActionBase> { new ActionSetVelocity(m_Body, Vector3.zero), new ActionUseGravity(m_Body), toJump});
- airAttk1.AddTrigger(trigger);
-
- m_StateController.ForceStart(idle);
- }
-
-} \ No newline at end of file