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path: root/Assets/Scripts/Unit/Components/UnitState/PCState.cs
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using System;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// 角色状态机
[DisallowMultipleComponent]
public partial class PCState : UnitState
{
    public enum EUnitState
    {
        Nien,

        Idle,
        Move,
        Spawn,
        Die,
        Dead,
        // 
        Attack,
        AirAttack,
        AttackToAir,
        AirDash,
        // 		  
        HitAir,
        HitAirHit,
        Knockdown,
        //		  
        HitGuard,
        //		  
        Walk,
        // 		  
        Rise,
        // 		  
        Jump,
        // 转身   
        Turn,
        Landing,   // 从空中降落
    }

    [SerializeField] private EUnitState m_State;
    public EUnitState CurrentState { get { return m_State; } }

    private EUnitState m_PrevState;

    public override void Initialize()
    {
        base.Initialize();
		owner.onTimelineEvent += OnTimeLineEvent;
	}

	public override void Release()
	{
		owner.onTimelineEvent -= OnTimeLineEvent;
		base.Release();
	}

	PCAnimation pcAnimation { get { return m_Owner.pcAnimation; } }

    public void ChangeState<T>(EUnitState nextState, T param = default, bool bForce = false)
    {
        if (!IsChange(nextState, bForce))
            return;

        LogHelper.Log("UnitState: " + m_State.ToString() + " -> " + nextState.ToString());

        StopAllCoroutines();

        string methodFunc = "On" + m_State.ToString() + "Exit";
        MethodInfo exitMethod = GetType().GetMethod(methodFunc, BindingFlags.Instance | BindingFlags.NonPublic, null, new Type[] { typeof(EUnitState) }, null);
        if (exitMethod != null)
        {
            exitMethod.Invoke(this, new object[] { nextState });
        }
        else
        {
            LogHelper.LogError("缺少 " + methodFunc);
        }
        m_PrevState = m_State;
        m_State = nextState;

		if(m_PrevState != m_State && owner.unitRender != null)
		{
		//	owner.unitRender.SetVisibilityInMainCamera(true);
		}

		StartCoroutine(m_State.ToString(), param);
    }

    bool IsChange(EUnitState newState, bool bForce)
    {
        if (newState != m_State || bForce)
            return true;
        return false;
    }

    public void TurnAround(bool bRight)
    {
        m_Owner.transform.rotation = Quaternion.Euler(0, bRight ? 0 : 180, 0);
    }

    public void TurnLeft()
    {
        TurnAround(false);
    }

    public void TurnRight()
    {
        TurnAround(true);
    }

    void TryDash()
    {
        if (InputManager.Instance.TryCommand(0.5f, KeyCode.A, KeyCode.A))
        {
            TurnLeft();
            ChangeState(EUnitState.AirDash, new AirDashParam(), true);
        }
        if (InputManager.Instance.TryCommand(0.5f, KeyCode.D, KeyCode.D))
        {
            TurnRight();
            ChangeState(EUnitState.AirDash, new AirDashParam(), true);
        }
    }

    void TryTurnAround()
    {
        if (Input.GetKey("a"))
        {
            TurnLeft();
        }
        if (Input.GetKey("d"))
        {
            TurnRight();
        }
    }

    bool TryTeleport()
    {
        if (Input.GetKeyDown("i"))
        {
            float offset = owner.isTowardRight ? 1.5f : -1.5f;

            UnitSnapshotInfo info = owner.TakeSnapshot();
            Vector2 dir = TestErika.Instance.monster.owner.center + new Vector3(offset, -0.5f, 0) - owner.center;
            owner.unitLensEffect.Dash(Color.white, 0.1f, Mathf.Rad2Deg * Mathf.Atan2(dir.y, dir.x), info);

            owner.center = TestErika.Instance.monster.owner.center + new Vector3(offset, -0.5f, 0);
            TurnAround(!owner.isTowardRight);
			return true;
        }
		return false;
    }

    bool TryBlink()
    {
		return false;
    }

    bool TryTianyin()
    {
        if (Input.GetKeyDown("o"))
        {
            float offset = owner.isTowardRight ? 1.2f : -1.2f;
            TestErika.Instance.monster.owner.center = owner.center + new Vector3(offset, 0.5f, 0);
            ((MonsterController)TestErika.Instance.monster.owner).monsterState.ChangeState(MonsterState.EUnitState.HitInAir, new MonsterState.HitInAirParam(), true);
            return true;
        }
        return false;
    }

    bool TryAttackToAir()
    {
        if(Input.GetKey("w") && Input.GetKeyDown("j"))
        {
            ChangeState(EUnitState.AttackToAir, new SkillParam());
            return true;
        }
        return false;
    }

}