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using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using BehaviorDesigner.Runtime;
internal enum XStateDefine
{
XState_Idle = 0,
XState_Move,
XState_Jump,
XState_Fall,
XState_Freeze,
XState_BeHit,
XState_Death,
XState_Charge,
}
public enum XQTEState
{
None = 0,
HitBackPresent,
HitBackStraight,
HitBackGetup,
HitFlyPresent,
HitFlyLand,
HitFlyStraight,
HitFlyGetup,
HitRollPresent,
HitRollStraight,
HitRollGetup,
CanDash = 20,
DashState,
ChargeState,
DashAttackState,
StayInAir,
firedash,
onelight,
Any = 1000,
}
public class StatusIdle : Conditional
{
public override TaskStatus OnUpdate()
{
if (AIMgrUtil.GetAIMgrInterface().IsAtState(transform.gameObject, (int)XStateDefine.XState_Idle))
return TaskStatus.Success;
else
return TaskStatus.Failure;
}
}
public class StatusMove : Conditional
{
public override TaskStatus OnUpdate()
{
if (AIMgrUtil.GetAIMgrInterface().IsAtState(transform.gameObject, (int)XStateDefine.XState_Move))
return TaskStatus.Success;
else
return TaskStatus.Failure;
}
}
public class StatusRotate : Conditional
{
public override TaskStatus OnUpdate()
{
if (AIMgrUtil.GetAIMgrInterface().IsRotate(transform.gameObject))
return TaskStatus.Success;
else
return TaskStatus.Failure;
}
}
public class StatusBehit : Conditional
{
public override TaskStatus OnUpdate()
{
if (AIMgrUtil.GetAIMgrInterface().IsAtState(transform.gameObject, (int)XStateDefine.XState_BeHit))
return TaskStatus.Success;
else
return TaskStatus.Failure;
}
}
public class StatusDeath : Conditional
{
public override TaskStatus OnUpdate()
{
if (AIMgrUtil.GetAIMgrInterface().IsAtState(transform.gameObject, (int)XStateDefine.XState_Death))
return TaskStatus.Success;
else
return TaskStatus.Failure;
}
}
public class StatusFreeze : Conditional
{
public override TaskStatus OnUpdate()
{
if (AIMgrUtil.GetAIMgrInterface().IsAtState(transform.gameObject, (int)XStateDefine.XState_Freeze))
return TaskStatus.Success;
else
return TaskStatus.Failure;
}
}
public class StatusSkill : Conditional
{
public override TaskStatus OnUpdate()
{
if (AIMgrUtil.GetAIMgrInterface().IsCastSkill(transform.gameObject))
return TaskStatus.Success;
else
return TaskStatus.Failure;
}
}
public class StatusWoozy : Conditional
{
public override TaskStatus OnUpdate()
{
if (AIMgrUtil.GetAIMgrInterface().IsWoozy(transform.gameObject))
return TaskStatus.Success;
else
return TaskStatus.Failure;
}
}
public class IsQTEState : Conditional
{
public XQTEState mAIArgQTEState;
public override TaskStatus OnUpdate()
{
if (AIMgrUtil.GetAIMgrInterface().HasQTE(transform.gameObject, (int)mAIArgQTEState))
return TaskStatus.Success;
else
return TaskStatus.Failure;
}
}
public class TargetQTEState : Conditional
{
public SharedTransform mAIArgTarget;
public XQTEState mAIArgQTEState;
public override TaskStatus OnUpdate()
{
if (mAIArgTarget.Value == null)
return TaskStatus.Failure;
if (AIMgrUtil.GetAIMgrInterface().HasQTE(mAIArgTarget.Value.gameObject, (int)mAIArgQTEState))
return TaskStatus.Success;
else
return TaskStatus.Failure;
}
}
public class IsTargetImmortal : Conditional
{
public SharedTransform mAIArgTarget;
public override TaskStatus OnUpdate()
{
if (mAIArgTarget.Value == null)
return TaskStatus.Failure;
ulong id = ulong.Parse(mAIArgTarget.Value.gameObject.name);
if (AIMgrUtil.GetAIMgrInterface().IsTargetImmortal(id))
return TaskStatus.Success;
else
return TaskStatus.Failure;
}
}
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