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using UnityEngine;
public class IVMateChasePlayer : State<IVMate>
{
IVCharacter player;
float pow2MinDistToPlayer;
public void Setup(IVCharacter player)
{
this.player = player;
pow2MinDistToPlayer = GameProperty.Instance.DistRangeMateToPlayer.x * GameProperty.Instance.DistRangeMateToPlayer.x;
}
public override void Enter()
{
Debug.Assert(Owner.Excutor.SkeletonAnimation != null && Owner.Excutor.SkeletonAnimation.TryGetAnimation("move", out Spine.Animation _), "SkeletonAnimation is null or move animation not exist");
Owner.Excutor.SkeletonAnimation.AnimationState.SetAnimation(0, "move", true);
}
public override void Excute()
{
if(IsPlayerTooNear())
{
Owner.ChangeState<IVMateIdle>();
}
else
{
Vector2 dir = player.transform.position - Owner.Excutor.transform.position;
dir.Normalize();
Vector3 newPosition = (Vector2)Owner.Excutor.transform.position + (dir * Owner.Excutor.Data.DefaultMoveSpeed * Time.unscaledDeltaTime);
newPosition.z = Owner.Excutor.transform.position.z;
Owner.Excutor.transform.position = newPosition;
Owner.Excutor.ChangeLookDirection(player.transform);
}
}
bool IsPlayerTooNear()
{
float sqrtDist = Vector2.SqrMagnitude(Owner.Excutor.transform.position - player.transform.position);
return sqrtDist <= pow2MinDistToPlayer;
}
}