150 lines
6.8 KiB
C#
150 lines
6.8 KiB
C#
using FSM;
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using System;
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using UnityEngine;
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using ZXKFramework;
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namespace YiLiao.JingMaiLiuZhiZhen
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{
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public class TiaoJieDiSuState : FsmState<FSMManager>
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{
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public override void OnStateEnter()
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{
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base.OnStateEnter();
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if(fsm.main_gameModel.modeType == ModeType.KaoHe)
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{
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fsm.ShowTxtQuestion(5, 4, 1, () =>
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{
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fsm.ShowCamera("TiaoJieDiSuState_Camera");
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fsm.ShowTip(0, true);
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fsm.PlayClip("调节滴速", () => {
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fsm.ShowTip(1, true);
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fsm.PlayBgm(1, true);
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fsm.ShowCamera("TiaoJieDiSuState_Camera2");
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fsm.ShowSlider(new UnityEngine.Vector2(-93f, -50f), 100, 0, 0, value => {
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fsm.Get("滴速调节器").transform.localPosition = new UnityEngine.Vector3(-(value - 50) * 0.000308f, 0, -0.00401f);
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if (Convert.ToInt32(value) == 0)
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{
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fsm.Get("慢").SetActive(false);
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fsm.Get("中").SetActive(false);
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fsm.Get("快").SetActive(false);
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}
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if (Convert.ToInt32(value) >= 55 && Convert.ToInt32(value) <= 80)
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{
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fsm.Get("慢").SetActive(false);
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if (!fsm.Get("中").activeSelf)
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{
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fsm.Get("中").SetActive(true);
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}
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fsm.Get("快").SetActive(false);
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}
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if (Convert.ToInt32(value) < 55)
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{
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if (!fsm.Get("慢").activeSelf)
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{
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fsm.Get("慢").SetActive(true);
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}
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fsm.Get("中").SetActive(false);
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fsm.Get("快").SetActive(false);
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}
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if (Convert.ToInt32(value) > 80)
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{
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fsm.Get("慢").SetActive(false);
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fsm.Get("中").SetActive(false);
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if (!fsm.Get("快").activeSelf)
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{
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fsm.Get("快").SetActive(true);
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}
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}
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}, value => {
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if (Convert.ToInt32(value) >= 55 && Convert.ToInt32(value) <= 80)
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{
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Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
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}
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else
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{
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Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = false });
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}
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fsm.Get("滴速调节器").transform.localPosition = new UnityEngine.Vector3(0, 0, -0.00401f);
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fsm.Get("慢").SetActive(false);
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fsm.Get("中").SetActive(true);
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fsm.Get("快").SetActive(false);
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fsm.nextState = true;
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});
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fsm.ShowArrow("请拖拽滴速进度条", new UnityEngine.Vector3(-90f, -260f));
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});
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});
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}
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if (fsm.main_gameModel.modeType == ModeType.ShiXun)
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{
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fsm.ShowCamera("TiaoJieDiSuState_Camera");
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fsm.ShowTip(0, true);
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fsm.PlayClip("调节滴速", () => {
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fsm.ShowTip(1, true);
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fsm.PlayBgm(1, true);
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fsm.ShowCamera("TiaoJieDiSuState_Camera2");
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fsm.ShowSlider(new UnityEngine.Vector2(-93f, -50f), 100, 0, 0, value => {
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fsm.Get("滴速调节器").transform.localPosition = new UnityEngine.Vector3(-(value - 50) * 0.000308f, 0, -0.00401f);
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if (Convert.ToInt32(value) == 0)
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{
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fsm.Get("慢").SetActive(false);
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fsm.Get("中").SetActive(false);
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fsm.Get("快").SetActive(false);
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}
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if (Convert.ToInt32(value) >= 55 && Convert.ToInt32(value) <= 80)
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{
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fsm.Get("慢").SetActive(false);
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if (!fsm.Get("中").activeSelf)
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{
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fsm.Get("中").SetActive(true);
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}
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fsm.Get("快").SetActive(false);
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}
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if (Convert.ToInt32(value) < 55)
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{
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if (!fsm.Get("慢").activeSelf)
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{
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fsm.Get("慢").SetActive(true);
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}
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fsm.Get("中").SetActive(false);
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fsm.Get("快").SetActive(false);
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}
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if (Convert.ToInt32(value) > 80)
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{
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fsm.Get("慢").SetActive(false);
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fsm.Get("中").SetActive(false);
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if (!fsm.Get("快").activeSelf)
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{
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fsm.Get("快").SetActive(true);
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}
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}
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}, value => {
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if (Convert.ToInt32(value) >= 55 && Convert.ToInt32(value) <= 80)
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{
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fsm.AddScore(2, 1);
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}
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else
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{
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fsm.AddScore(0, 1);
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}
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fsm.Get("滴速调节器").transform.localPosition = new UnityEngine.Vector3(0, 0, -0.00401f);
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fsm.Get("慢").SetActive(false);
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fsm.Get("中").SetActive(true);
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fsm.Get("快").SetActive(false);
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fsm.nextState = true;
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});
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fsm.ShowArrow("请拖拽滴速进度条", new UnityEngine.Vector3(-90f, -260f));
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});
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}
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}
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public override void OnStateStay()
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{
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base.OnStateStay();
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}
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public override void OnStateExit()
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{
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base.OnStateExit();
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fsm.nextState = false;
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}
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}
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}
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