vampire-like/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponLightning/WeaponLightning.CheckInRang...

50 lines
1.5 KiB
C#

namespace Entity.Weapon
{
public partial class WeaponLightning
{
private class CheckInRangeState : WeaponStateBase
{
private WeaponLightning _weapon;
public override WeaponStateType State => WeaponStateType.Check_InRange;
public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponLightning;
public override void OnEnter()
{
if (_weapon._currAttackTimer >= _weapon._weaponData.Cooldown)
{
_weapon.TransitionTo(WeaponStateType.Attack);
}
}
public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
_weapon.Check();
_weapon.RotateToTarget(elapseSeconds);
_weapon._currAttackTimer += elapseSeconds;
if (_weapon._target == null || !_weapon._target.Available)
{
_weapon.TransitionTo(WeaponStateType.Idle);
return;
}
if (!_weapon.IsInRange(_weapon._target, _weapon._sqrRange))
{
_weapon.TransitionTo(WeaponStateType.Check_OutRange);
return;
}
if (_weapon._currAttackTimer >= _weapon._weaponData.Cooldown)
{
_weapon.TransitionTo(WeaponStateType.Attack);
}
}
public override void OnLeave()
{
}
}
}
}