45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
namespace SepCore.Entity.Weapon
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{
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public partial class WeaponHandgun
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{
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private class CheckInRangeState : WeaponStateBase
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{
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private WeaponHandgun _weapon;
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public override WeaponStateType State => WeaponStateType.Check_InRange;
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public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponHandgun;
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public override void OnEnter()
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{
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if (_weapon._canAttack)
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{
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_weapon.TransitionTo(WeaponStateType.Attack);
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}
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}
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public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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_weapon.Check();
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_weapon.RotateToTarget(elapseSeconds);
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if (_weapon._target == null || !_weapon._target.Available)
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{
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_weapon.TransitionTo(WeaponStateType.Idle);
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return;
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}
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if (!_weapon.IsInRange(_weapon._target, _weapon._sqrRange))
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{
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_weapon.TransitionTo(WeaponStateType.Check_OutRange);
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return;
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}
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if (_weapon._canAttack)
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{
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_weapon.TransitionTo(WeaponStateType.Attack);
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}
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}
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public override void OnLeave() { }
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}
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}
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} |