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@@ -1,5 +1,7 @@
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using Core.State;
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using Fort23.Core;
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+using Fort23.UTool;
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+using GameLogic.Combat.CombatTool;
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using UnityEngine;
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namespace GameLogic.Combat.Hero.State
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@@ -29,6 +31,8 @@ namespace GameLogic.Combat.Hero.State
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private MagicWeaponPingDouData _magicWeaponPingDouData;
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+ private ParticleSystemPool _particleSystemPool1;
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+ private ParticleSystemPool _particleSystemPool2;
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public MagicWeaponPingDouState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
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{
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myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
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@@ -36,6 +40,20 @@ namespace GameLogic.Combat.Hero.State
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protected override void ProEnter()
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{
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+ CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_对拼气罩_loop",
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+ myCombatMagicWeaponEntity.dotPos, null, false, null, delegate(ParticleSystemPool particleSystemPool)
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+ {
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+ particleSystemPool.transform.rotation =
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+ myCombatMagicWeaponEntity.GameObject.transform.rotation;
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+ _particleSystemPool1= particleSystemPool;
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+ });
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+ CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_对拼点",
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+ myCombatMagicWeaponEntity.dotPos, null, false, null, delegate(ParticleSystemPool particleSystemPool)
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+ {
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+ particleSystemPool.transform.rotation =
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+ myCombatMagicWeaponEntity.GameObject.transform.rotation;
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+ _particleSystemPool2= particleSystemPool;
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+ });
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}
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@@ -45,6 +63,10 @@ namespace GameLogic.Combat.Hero.State
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protected override void ProExit()
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{
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+ GObjectPool.Instance.Recycle(_particleSystemPool1);
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+ GObjectPool.Instance.Recycle(_particleSystemPool2);
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+ _particleSystemPool1 = null;
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+ _particleSystemPool2 = null;
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}
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public override bool IsUpdateLockTarget()
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