using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; namespace GameLogic.Combat.Hero.State { public class CombatHeroActiveState : CombatHeroStateBasic { public CombatHeroActiveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity) { } public override bool IsUpdateLockTarget() { return false; } protected override void ProEnter() { TimeLineEventLogicGroupBasic timeLineEventLogicGroup = combatHeroEntity.combatHeroTimeLineControl.TimeLineData .GetTimeLineEventLogicGroup("jihuo", null); if (timeLineEventLogicGroup != null) { timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null); timeLineEventLogicGroup.TimeLineUpdateEnd = delegate { combatHeroEntity.GetMainHotPoin(true).IsHide = false; combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle); combatHeroEntity.CombatAIBasic.isAlert = false; }; combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup); } else { combatHeroEntity.GetMainHotPoin(true).IsHide = false; combatHeroEntity.CombatAIBasic.isAlert = false; combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle); } } } }