using UnityEngine; namespace GameLogic.Combat.Hero.State { public class CombatHeroIdleState : CombatHeroStateBasic { public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity) { } protected override void ProEnter() { combatHeroEntity.combatHeroAnimtion.Play("idle"); } protected override void ProUpdate(float t) { if (combatHeroEntity.CombatAIBasic.currFocusTarget == null) { return; } Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos; Vector3 myPos = combatHeroEntity.dotPos; if (Vector3.SqrMagnitude(targetPos - myPos) > combatHeroEntity.CurrCombatHeroInfo.maxDisTo) { combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move); } else { GameObject[] b = combatHeroEntity.CombatAIBasic.AreaList; if (b != null && b.Length > 0) { combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling); } else { if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null) { combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att); } } } } } }