using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public partial class SaionjiScript : MonoBehaviour
{
///
/// ability system
///
AbilitySystem m_AbilitySystem = new AbilitySystem();
ConditionBase Not(ConditionBase cond)
{
return new ConditionNot(cond);
}
ConditionBase And(ConditionBase c1, ConditionBase c2)
{
return new ConditionAnd(c1, c2);
}
ConditionBase Or(ConditionBase c1, ConditionBase c2)
{
return new ConditionOr(c1,c2);
}
///
/// 设置abilities
///
void SetupAbilities()
{
// abilities
IdleAbility idle = new IdleAbility(animator, Anim_Idle);
MoveAbility move = new MoveAbility(animator, Anim_Run);
MoveAbility dash = new MoveAbility(animator, Anim_Run);
AttackAbility attk1 = new AttackAbility(animator, Anim_LightAttack1);
AttackAbility attk2 = new AttackAbility(animator, Anim_LightAttack2);
AttackAbility attk3 = new AttackAbility(animator, Anim_LightAttack3);
AttackAbility attk4 = new AttackAbility(animator, Anim_LightAttack4);
AttackAbility attk5 = new AttackAbility(animator, Anim_LightAttack5);
// actions
ActionTurn180 turn180 = new ActionTurn180(this.transform);
ActionTowardLeft towardLeft = new ActionTowardLeft(this.transform);
ActionTowardRight towardRight = new ActionTowardRight(this.transform);
ActionSwitchAbility switchToMove = new ActionSwitchAbility(m_AbilitySystem, move);
ActionSwitchAbility switchToIdle = new ActionSwitchAbility(m_AbilitySystem, idle);
ActionSwitchAbility switchToAttk1 = new ActionSwitchAbility(m_AbilitySystem, attk1);
ActionSwitchAbility switchToAttk2 = new ActionSwitchAbility(m_AbilitySystem, attk2);
ActionSwitchAbility switchToAttk3 = new ActionSwitchAbility(m_AbilitySystem, attk3);
ActionSwitchAbility switchToAttk4 = new ActionSwitchAbility(m_AbilitySystem, attk4);
ActionSwitchAbility switchToAttk5 = new ActionSwitchAbility(m_AbilitySystem, attk5);
// 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 condCircleCmd = new ConditionCommand(GamepadButton.Circle);
ConditionTowardLeft condTowardLeft = new ConditionTowardLeft(this.transform);
ConditionTowardRight condTowardRight = new ConditionTowardRight(this.transform);
// common triggers
Trigger triggerTurnRight = new Trigger(condRightCmd, towardRight);
Trigger triggerTurnLeft = new Trigger(condLeftCmd, towardLeft);
Trigger trigger = null;
// idle ability
trigger = new Trigger(condRightCmd, new List { switchToMove, towardRight});
idle.AddTrigger(trigger);
trigger = new Trigger(condLeftCmd, new List { switchToMove, towardLeft});
idle.AddTrigger(trigger);
trigger = new Trigger(condCircleCmd, switchToAttk1);
idle.AddTrigger(trigger);
trigger = new Trigger(condLeftCmd, turn180);
idle.AddTrigger(trigger);
// move ability
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);
// attack abilities
float expireTime = 0.3f;
ConditionAnimAtEnd condAttk1AtEnd = new ConditionAnimAtEnd(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);
ConditionAnimAtEnd condAttk2AtEnd = new ConditionAnimAtEnd(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);
ConditionAnimAtEnd condAttk3AtEnd = new ConditionAnimAtEnd(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);
ConditionAnimAtEnd condAttk4AtEnd = new ConditionAnimAtEnd(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);
ConditionAnimAtEnd condAttk5AtEnd = new ConditionAnimAtEnd(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);
m_AbilitySystem.ForceStart(idle);
}
}