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57 lines
1.6 KiB
57 lines
1.6 KiB
using UnityEngine;
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public class IVMateChasePlayer : IState
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{
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IVMate owner;
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IVCharacter player;
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StateHandler stateHandler;
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float pow2MinDistToPlayer;
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public IVMateChasePlayer(IVMate owner, IVCharacter player)
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{
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this.owner = owner;
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this.player = player;
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pow2MinDistToPlayer = GameProperty.Instance.DistRangeMateToPlayer.x * GameProperty.Instance.DistRangeMateToPlayer.x;
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}
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public void Enter(StateHandler excutor)
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{
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stateHandler = excutor;
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#if UNITY_EDITOR
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if (owner.SkeletonAnimation != null && owner.SkeletonAnimation.TryGetAnimation("move", out Spine.Animation _))
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#endif
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owner.SkeletonAnimation.AnimationState.SetAnimation(0, "move", true);
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}
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public void Excute()
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{
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if(IsPlayerTooNear())
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{
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stateHandler.ChangeState(new IVMateIdle(owner, player));
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}
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else
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{
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Vector2 dir = player.transform.position - owner.transform.position;
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dir.Normalize();
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Vector3 newPosition = (Vector2)owner.transform.position + (dir * owner.Data.DefaultMoveSpeed * Time.unscaledDeltaTime);
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newPosition.z = owner.transform.position.z;
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owner.transform.position = newPosition;
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owner.ChangeLookDirection(player.transform);
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}
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}
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public void Exit()
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{
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stateHandler = null;
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}
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bool IsPlayerTooNear()
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{
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float sqrtDist = Vector2.SqrMagnitude(owner.transform.position - player.transform.position);
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return sqrtDist <= pow2MinDistToPlayer;
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}
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}
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