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