using Core.State; using Fort23.Core; using UnityEngine; namespace GameLogic.Combat.Hero.State { public class MagicWeaponPingDouState : CombatHeroStateBasic { public class MagicWeaponPingDouData : CObject, IStateEnterData { public CombatMagicWeaponEntity target; public override void ActiveObj() { } public override void DormancyObj() { } } private CombatMagicWeaponEntity myCombatMagicWeaponEntity; private Vector3 startPos; private Vector3 endPos; private float _addTime; private float _currTime; private MagicWeaponPingDouData _magicWeaponPingDouData; public MagicWeaponPingDouState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity) { myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity; } protected override void ProEnter() { } protected override void ProUpdate(float t) { } protected override void ProExit() { } public override bool IsUpdateLockTarget() { return false; } protected override void ProDispose() { } } }