using System.Collections; using System.Collections.Generic; using Common.Combat.FxAILogic; using UnityEngine; public class S1101_FxLogic : FxParabolaBulletLogic { // public float move101Speed= private int moveState = 0; private Vector3 moveStateOneStartPos; protected float moveStateTime; protected override void ProInit() { moveState = 0; moveStateTime = 0; base.ProInit(); CombatHeroEntity combatHeroEntity = TimeLineEventParticleLogicBasic.castEntity as CombatHeroEntity; moveStateOneStartPos = combatHeroEntity.dotPos; } public override void CombatUpdate(float time) { if (!_isUpdateBasic) { return; } if (moveState == 0) { moveStateTime += time * 4; Vector3 newPos = Vector3.Lerp(moveStateOneStartPos, startPos, moveStateTime); // moveTarget.transform.localScale = Vector3.Lerp(Vector3.zero, Vector3.one*size, moveStateTime); moveTarget.transform.position = newPos; if (moveStateTime >= 1) { moveState = 1; } } else { base.CombatUpdate(time); } } }