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

public partial class PCState : UnitState
{

    #region state param
    public struct IdleParam { }

    public struct MoveParam
    {
        public bool isRight;
        public string key;
    }

    public struct SkillParam
    {
        public float offset;
    }

    public struct AirDashParam
    {

    }

    public struct JumpParam
    { }

    public struct TurnParam
    {
        EUnitState nextState;
    }

    public struct LandingParam { }

    #endregion

    IEnumerator Nein() { yield break; }
    void OnNienExit(EUnitState nextState) { }

    #region Idle

    IEnumerator Idle(IdleParam param)
    {
        m_Owner.pcAnimation.AnimIdle();
        yield return new WaitForTransitionDone(owner.unitAnimation);
        m_Owner.SetYPosition(0);
        while (true)
        {
            if(TryAttackToAir())
            {
                yield break;
            }
            if (Input.GetKeyDown("j"))
            {
                ChangeState(EUnitState.Attack, new SkillParam());
                yield break;
            }
            if (Input.GetKeyDown("space"))
            {
                ChangeState(EUnitState.Jump, new JumpParam());
                yield break;
            }
            if (Input.GetKey("d"))
            {
                MoveParam move = new MoveParam();
                move.isRight = true;
                move.key = "d";
                ChangeState(EUnitState.Move, move);
                yield break;
            }
            if (Input.GetKey("a"))
            {
                MoveParam move = new MoveParam();
                move.isRight = false;
                move.key = "a";
                ChangeState(EUnitState.Move, move);
                yield break;
            }
            yield return null;
        }
    }

    void OnIdleExit(EUnitState nextState)
    {
    }
    #endregion

    #region Move 
    IEnumerator Move(MoveParam param)
    {
        if (m_Owner.isTowardRight && !param.isRight
        || !m_Owner.isTowardRight && param.isRight)
        {
            //m_Owner.pcAnimation.Play(UnitAnimation.EAnimState.Turn);
            //yield return new WaitForActionReachEnd(m_Owner.pcAnimation);
            //if (param.isRight)
            //	m_Owner.transform.rotation = Quaternion.Euler(0, 0, 0);
            //else
            //	m_Owner.transform.rotation = Quaternion.Euler(0, 180, 0);
            m_Owner.transform.rotation = Quaternion.Euler(0, param.isRight ? 0 : 180, 0);
        }
        //if (Input.GetKey(param.key))
        m_Owner.pcAnimation.AnimMove();
        while (Input.GetKey(param.key))
        {
            TryAttackToAir();
            yield return null;
        }
        ChangeState(EUnitState.Idle, new IdleParam());
    }

    void OnMoveExit(EUnitState nextState)
    {
        m_Owner.pcAnimation.animator.ResetTrigger("ToMove");
    }

    #endregion

    #region Attack

    IEnumerator Attack(SkillParam param)
    {
        const int total = 4;
        int id = 0;
        m_Owner.pcAnimation.AnimAttack(id++);
        yield return null;
        while (true)
        {
            if (isComboOpen)
            {
                //if (InputManager.Instance.TryCommand(0.5f, KeyCode.W, KeyCode.J))
                if (Input.GetKeyDown("u"))
                {
                    SkillParam skill = new SkillParam();
                    skill.offset = 0.12f;
                    ChangeState(EUnitState.AttackToAir, skill);
                }
            }

            if (isComboOpen && id < total)
            {
                if (Input.GetKeyDown("j"))
                {
                    TryTurnAround();

                    m_Owner.pcAnimation.AnimAttack(id++);
                    yield return null;
                    yield return new WaitForTransitionDone(m_Owner.pcAnimation);
                }
            }

            if (isAnimationReachEnd)
            {
                ChangeState(EUnitState.Idle, new IdleParam());
            }

            yield return null;
        }
    }

    void OnAttackExit(EUnitState next)
    {
    }

    #endregion

    #region AttackToAir

    IEnumerator AttackToAir(SkillParam param)
    {
        m_Owner.pcAnimation.AnimAttackToAir(param.offset);
        yield return null;
        InputManager.Instance.ClearCommand();
        while (true)
        {
            TryTianyin();

            if (isComboOpen)
            {
                TryDash();

                if (InputManager.Instance.TryCommand(0.5f, false, KeyCode.J))
                {
                    ChangeState(EUnitState.AirAttack, new SkillParam());
                }
            }

            if (isAnimationReachEnd || isAnimationReachEndPoint)
            {
                ChangeState(EUnitState.Landing, new LandingParam());
            }
            yield return null;
        }
    }

    void OnAttackToAirExit(EUnitState next)
    {
    }

    #endregion

    #region AirAttack 

    IEnumerator AirAttack(SkillParam param)
    {
        int total = 5;
        int id = 0;
        m_Owner.pcAnimation.AnimAirAttack(id++);
        yield return null;
        InputManager.Instance.ClearCommand();
        while (true)
        {
			if (TryTeleport())
			{
			}

			TryTianyin();

            if (isComboOpen)
            {
                TryDash();

                if (InputManager.Instance.TryCommand(0.3f, false, KeyCode.J))
                {
                    TryTurnAround();

                    m_Owner.pcAnimation.AnimAirAttack(id++);
                    id %= total;
                    yield return null; // 等待animator更新
                    yield return new WaitForTransitionDone(m_Owner.pcAnimation);
                }
            }

            if (isAnimationReachEnd)
            {
                ChangeState(EUnitState.Landing, new LandingParam());
            }

            yield return null;
        }
    }

    void OnAirAttackExit(EUnitState next)
    {

    }

    #endregion

    #region AirDash  

    IEnumerator AirDash(AirDashParam param)
    {
        m_Owner.pcAnimation.AnimAirDash();
        yield return null;
        while (true)
        {
            if (isAnimationReachEnd)
            {
                ChangeState(EUnitState.Landing, new LandingParam());
            }

            TryTianyin();

            if (isComboOpen)
            {
                TryDash();

                if (Input.GetKeyDown("j"))
                {
                    TryTurnAround();
                    ChangeState(EUnitState.AirAttack, new SkillParam());
                }
            }

            yield return null;
        }
    }

    void OnAirDashExit(EUnitState next)
    {
    }

    #endregion

    #region Jump 

    IEnumerator Jump(JumpParam param)
    {
        pcAnimation.AnimJump();
        yield return null;
        yield return new WaitForTransitionDone(pcAnimation);
        while (true)
        {
            if (InputManager.Instance.TryCommand(0.5f, KeyCode.A, KeyCode.A))
            {
                TurnLeft();
                ChangeState(EUnitState.AirDash, new AirDashParam());
            }
            if (InputManager.Instance.TryCommand(0.5f, KeyCode.D, KeyCode.D))
            {
                TurnRight();
                ChangeState(EUnitState.AirDash, new AirDashParam());
            }
            if (isAnimationReachEnd)
                ChangeState(EUnitState.Landing, new LandingParam());
            bool canAttack = m_Owner.pcAnimation.baseLayer.IsToggleOpen(EAnimationToogle.Combo);
            if (Input.GetKeyDown("j") && canAttack)
            {
                ChangeState(EUnitState.AirAttack, new SkillParam());
            }
            yield return null;
        }
    }

    void OnJumpExit(EUnitState next)
    {
    }

    #endregion

    #region Landing

    IEnumerator Landing(LandingParam param)
    {
        m_Owner.pcAnimation.AnimLanding();
        yield return null;
        yield return new WaitForTransitionDone(m_Owner.pcAnimation);
        float vy = 0;
        float g = -9.8f;
        bool landingGround = false;
        float vx = 5;
        while (true)
        {
            Vector3 pos = m_Owner.transform.position;

            if(!landingGround)
            {
                vy += g * Time.deltaTime;
                pos.y += vy * Time.deltaTime;
                pos.y = Mathf.Max(0, pos.y);
            }

            TryDash();

            TryTianyin();

            if (Input.GetKey("a"))
            {
                TurnAround(false);
                pos.x -= vx * Time.deltaTime;
            }
            if (Input.GetKey("d"))
            {
                TurnAround(true);
                pos.x += vx * Time.deltaTime;
            }

            if (Input.GetKeyDown("j"))
            {
                ChangeState(EUnitState.AirAttack, new SkillParam());
            }

            m_Owner.transform.position = pos;

            if (pos.y > 0 && pos.y <= 1 && !landingGround)
            {
                landingGround = true;
                m_Owner.pcAnimation.AnimLandingGround();
            }
            if (pos.y <= 0)
            {
                pos.y = 0;
                m_Owner.transform.position = pos;
                ChangeState(EUnitState.Idle, new IdleParam());
            }

            yield return null;
        }
    }

    void OnLandingExit(EUnitState next)
    {
    }

    #endregion

}