using UnityEngine; using UnityEngine.AI; namespace GameLogic.Combat.Hero.SubStatus { public class RepelledStatusState : SubStatusBasic { private float repelledDis; private float speed; private System.Action callBack; private float _currMoveDis; private Vector3 dir; public RepelledStatusState(Vector3 dir, float repelledDis, float speed, System.Action callBack) { this.repelledDis = repelledDis; this.speed = speed; this.callBack = callBack; this.dir = dir.normalized; _currMoveDis = 0; } public override string IsGetStateName() { return CombatHeroStateType.NullState; } protected override void ProDispose() { CombatHeroEntity.CombatAIBasic.stateControl.ChangeState(CombatHeroStateType.idle); } protected override void ProUpdate(float t) { float addDis = speed * t; Vector3 pos= CombatHeroEntity.combatHeroGameObject.transform.position + dir * addDis; } } }