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using UnityEngine;
public class IVMateAppear : IState
{
IVMate owner;
IVCharacter player;
StateHandler stateHandler;
public IVMateAppear(IVMate owner, IVCharacter player, Vector2 lookDir, Transform spawnPosition)
{
this.owner = owner;
this.player = player;
if (spawnPosition != null)
{
owner.transform.position = spawnPosition.position;
}
else
{
var rnd = Random.insideUnitCircle * GameProperty.Instance.DistFromPlayerWhenFirstMateSpawn;
owner.transform.position = player.transform.position + new Vector3(rnd.x, rnd.y, 0f);
}
owner.ChangeLookDirection(lookDir);
}
public void Enter(StateHandler excutor)
{
stateHandler = excutor;
#if UNITY_EDITOR
if(owner.SkeletonAnimation != null && owner.SkeletonAnimation.TryGetAnimation("warp_in", out Spine.Animation _))
#endif
{
owner.SkeletonAnimation.AnimationState.SetAnimation(0, "warp_in", false);
}
}
public void Excute()
{
var trackEntry = owner.SkeletonAnimation != null ? owner.SkeletonAnimation.AnimationState.GetCurrent(0) : null;
if (trackEntry is null || trackEntry.IsComplete)
stateHandler.ChangeState(new IVMateIdle(owner, player));
}
public void Exit()
{
stateHandler = null;
}
}