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@@ -4,6 +4,7 @@ using Fort23.UTool;
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using GameLogic.Combat.CombatTool;
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using GameLogic.Combat.CombatTool;
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using GameLogic.Combat.Hero;
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using GameLogic.Combat.Hero;
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using UnityEngine;
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using UnityEngine;
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+using Utility.UITool;
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namespace GameLogic.Combat.CombatState
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namespace GameLogic.Combat.CombatState
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{
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{
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@@ -16,6 +17,8 @@ namespace GameLogic.Combat.CombatState
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private int state;
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private int state;
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private Vector3 startPos;
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private Vector3 startPos;
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private Vector3 startEulerAngles;
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private Vector3 startEulerAngles;
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+ private float speed=0.5f;
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+ private float feiXingCurTime;
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public CombatSceneSwitchState(CombatController combatController) : base(combatController)
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public CombatSceneSwitchState(CombatController combatController) : base(combatController)
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{
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{
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@@ -37,10 +40,12 @@ namespace GameLogic.Combat.CombatState
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startEulerAngles = playerHeroEntity.GameObject.transform.rotation.eulerAngles;
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startEulerAngles = playerHeroEntity.GameObject.transform.rotation.eulerAngles;
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// CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
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// CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
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- Vector3 target = playerHeroEntity.GameObject.transform.TransformPoint(new Vector3(1, 2, 1));
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+ Vector3 target = playerHeroEntity.GameObject.transform.TransformPoint(new Vector3(2, 2, 1));
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moveTargetDir = (target - playerHeroEntity.GameObject.transform.forward).normalized;
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moveTargetDir = (target - playerHeroEntity.GameObject.transform.forward).normalized;
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+ dir = playerHeroEntity.GameObject.transform.forward;
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currTime = 0;
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currTime = 0;
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state = 0;
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state = 0;
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+ feiXingCurTime = 0;
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}
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}
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protected override void ProUpdate(float t)
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protected override void ProUpdate(float t)
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@@ -52,7 +57,7 @@ namespace GameLogic.Combat.CombatState
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}
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}
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currTime += t;
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currTime += t;
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- if (currTime > 3 && state == 0)
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+ if (currTime > 2 && state == 0)
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{
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{
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state = 1;
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state = 1;
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EventManager.Instance.Dispatch(CustomEventType.ShowLoadingUI, null);
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EventManager.Instance.Dispatch(CustomEventType.ShowLoadingUI, null);
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@@ -65,9 +70,11 @@ namespace GameLogic.Combat.CombatState
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return;
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return;
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}
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}
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+ feiXingCurTime += t * speed;
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+ float dirT = AnimationCurveManager.Instance.AnimationCurveLibrary.switchSceneCurve.Evaluate(feiXingCurTime);
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Vector3 pos = playerHeroEntity.dotPos;
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Vector3 pos = playerHeroEntity.dotPos;
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- Vector3 currDir = Vector3.Lerp(playerHeroEntity.GameObject.transform.forward, moveTargetDir, 0.3f);
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+ Vector3 currDir = Vector3.Lerp(dir, moveTargetDir, dirT);
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pos += currDir.normalized * 15 * t;
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pos += currDir.normalized * 15 * t;
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@@ -79,7 +86,7 @@ namespace GameLogic.Combat.CombatState
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private async void InitScenes()
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private async void InitScenes()
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{
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{
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- await TimerComponent.Instance.WaitAsync(600);
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+ await TimerComponent.Instance.WaitAsync(2600);
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state = 2;
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state = 2;
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CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
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CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
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playerHeroEntity.GameObject.transform.position = startPos;
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playerHeroEntity.GameObject.transform.position = startPos;
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@@ -90,7 +97,6 @@ namespace GameLogic.Combat.CombatState
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EventManager.Instance.Dispatch(CustomEventType.CloseLoadingUI, null);
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EventManager.Instance.Dispatch(CustomEventType.CloseLoadingUI, null);
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CombatController.CombatCameraControllder.isStop = false;
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CombatController.CombatCameraControllder.isStop = false;
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CombatController.ChangeState(CombatController.fight);
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CombatController.ChangeState(CombatController.fight);
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-
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}
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}
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}
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}
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}
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}
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