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@@ -1,5 +1,6 @@
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using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
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using GameLogic.Combat.CombatTool;
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+using GameLogic.Combat.CombatType;
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using UnityEngine;
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namespace GameLogic.Combat.Hero.State
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@@ -11,20 +12,31 @@ namespace GameLogic.Combat.Hero.State
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{
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public CombatResurrectionState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
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{
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-
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}
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protected override void ProEnter()
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{
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- TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic= combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("die_up");
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+
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+ TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic =
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+ combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("die_up");
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if (timeLineEventLogicGroupBasic != null)
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{
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- timeLineEventLogicGroupBasic.TimeLineUpdateEnd= delegate
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+ timeLineEventLogicGroupBasic.TimeLineUpdateEnd = delegate
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{
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- if (combatHeroEntity.heroDieNodeId != CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount&&CombatController.currActiveCombat.CombatHeroController.followTarget!=null)
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+ combatHeroEntity.CombatAIBasic.NavMeshAgent.enabled = true;
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+ if (combatHeroEntity.heroDieNodeId !=
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+ CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
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{
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- combatHeroEntity.combatHeroGameObject.SetPosition(CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos+new Vector3(1,0,0));
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+ Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
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+ if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
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+ {
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+ pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
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+ new Vector3(1, 0, 0);
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+ }
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+
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+ combatHeroEntity.combatHeroGameObject.SetPosition(pos);
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+ combatHeroEntity.CombatAIBasic.NavMeshAgent.Warp(pos);
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}
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CombatController.currActiveCombat.CombatHeroController.ResurrectionDieHero(combatHeroEntity);
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@@ -33,16 +45,24 @@ namespace GameLogic.Combat.Hero.State
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}
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else
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{
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- if (combatHeroEntity.heroDieNodeId != CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount&&CombatController.currActiveCombat.CombatHeroController.followTarget!=null)
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+ combatHeroEntity.CombatAIBasic.NavMeshAgent.enabled = true;
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+ if (combatHeroEntity.heroDieNodeId !=
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+ CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount)
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{
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- combatHeroEntity.combatHeroGameObject.SetPosition(CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos+new Vector3(1,0,0));
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+ Vector3 pos = CombatController.currActiveCombat.CombatTypeBasic.currBannerHero.dotPos;
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+ if (CombatController.currActiveCombat.CombatHeroController.followTarget != null)
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+ {
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+ pos = CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos +
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+ new Vector3(1, 0, 0);
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+ }
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+
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+ combatHeroEntity.combatHeroGameObject.SetPosition(pos);
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+ combatHeroEntity.CombatAIBasic.NavMeshAgent.Warp(pos);
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}
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CombatController.currActiveCombat.CombatHeroController.ResurrectionDieHero(combatHeroEntity);
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combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
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}
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-
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-
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}
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protected override void ProUpdate(float t)
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