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https://github.com/tym1116/BH3.git
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96 lines
2.7 KiB
C#
96 lines
2.7 KiB
C#
using System;
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using MoleMole.Config;
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namespace MoleMole
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{
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public class AbilityLimitLoopWithNormalizedTimeMixin : BaseAbilityMixin
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{
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private enum State
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{
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Idle = 0,
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WaitingForLoop = 1,
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Looping = 2,
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Exiting = 3
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}
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private State _state;
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public LimitLoopWithNormalizedTime config;
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private int _countLeft;
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public AbilityLimitLoopWithNormalizedTimeMixin(ActorAbility instancedAbility, ActorModifier instancedModifier, ConfigAbilityMixin config)
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: base(instancedAbility, instancedModifier, config)
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{
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this.config = (LimitLoopWithNormalizedTime)config;
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}
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public override void OnAdded()
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{
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_countLeft = instancedAbility.Evaluate(config.LoopLimitCount);
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BaseMonoAbilityEntity baseMonoAbilityEntity = entity;
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baseMonoAbilityEntity.onCurrentSkillIDChanged = (Action<string, string>)Delegate.Combine(baseMonoAbilityEntity.onCurrentSkillIDChanged, new Action<string, string>(SkillIDChangedCallback));
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entity.SetPersistentAnimatorBool(config.AllowLoopBoolID, true);
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_state = State.Idle;
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}
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public override void OnRemoved()
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{
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BaseMonoAbilityEntity baseMonoAbilityEntity = entity;
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baseMonoAbilityEntity.onCurrentSkillIDChanged = (Action<string, string>)Delegate.Remove(baseMonoAbilityEntity.onCurrentSkillIDChanged, new Action<string, string>(SkillIDChangedCallback));
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entity.RemovePersistentAnimatorBool(config.AllowLoopBoolID);
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}
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public override void Core()
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{
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if (_state == State.WaitingForLoop)
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{
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float currentNormalizedTime = entity.GetCurrentNormalizedTime();
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if (currentNormalizedTime > config.NormalizedTimeStart)
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{
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_state = State.Looping;
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if (_countLeft <= 0)
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{
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entity.SetPersistentAnimatorBool(config.AllowLoopBoolID, false);
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}
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}
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else if (currentNormalizedTime > config.NormalizedTimeStop)
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{
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_state = State.Exiting;
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entity.SetPersistentAnimatorBool(config.AllowLoopBoolID, true);
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}
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}
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else if (_state == State.Looping && entity.GetCurrentNormalizedTime() > config.NormalizedTimeStop)
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{
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_state = State.Exiting;
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entity.SetPersistentAnimatorBool(config.AllowLoopBoolID, true);
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}
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}
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private void SkillIDChangedCallback(string from, string to)
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{
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if (_state == State.Idle)
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{
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if (to == config.SkillID)
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{
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_state = State.WaitingForLoop;
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_countLeft--;
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entity.SetPersistentAnimatorBool(config.AllowLoopBoolID, true);
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}
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}
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else if (to == config.SkillID)
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{
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_state = State.WaitingForLoop;
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_countLeft--;
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entity.SetPersistentAnimatorBool(config.AllowLoopBoolID, true);
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}
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else if (to != config.SkillID)
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{
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_state = State.Idle;
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_countLeft = instancedAbility.Evaluate(config.LoopLimitCount);
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entity.SetPersistentAnimatorBool(config.AllowLoopBoolID, true);
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}
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}
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}
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}
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