using Core.State;
using Core.Triiger;
using Fort23.Core;
using Fort23.UTool;
using GameLogic.Combat.CombatTool;
using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
using UnityEngine;
namespace GameLogic.Combat.Hero.State
{
///
/// 再空中飞来飞去撞的时候
///
public class MagicWeaponMoveState : CombatHeroStateBasic
{
public class MagicWeaponMoveStateData : CObject, IStateEnterData
{
public bool trigger;
public float triggerTime;
public override void ActiveObj()
{
}
public override void DormancyObj()
{
}
}
private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
private float speed = 10;
private IUnRegister OnTriggerEnterEvent;
protected Vector3 _lastDir;
protected bool _trigger;
private float _triggerTime;
public MagicWeaponMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
{
myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
}
protected override void ProEnter()
{
}
private void OnTriggerEnter(Collider collider,ITriggerEntity triggerEntity)
{
HeroEntityMono heroEntityMono = collider.GetComponent();
if (heroEntityMono == null || heroEntityMono.combatHeroEntity != myCombatMagicWeaponEntity.CollidingTarget)
{
return;
}
if (!(myCombatMagicWeaponEntity.CombatAIBasic.CurrState is MagicWeaponMoveState))
{
return;
}
}
protected void ActiveHero()
{
}
protected override void ProExit()
{
OnTriggerEnterEvent.UnRegister();
}
public override bool IsUpdateLockTarget()
{
return false;
}
protected override void ProDispose()
{
}
public string tag { get; }
}
}