using Common.Utility.CombatEvent; namespace GameLogic.Combat.Hero.State { public class MagicWeaponAttState : CombatHeroStateBasic { private CombatMagicWeaponEntity myCombatMagicWeaponEntity; public MagicWeaponAttState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity) { myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity; } /// /// 开始攻击 /// protected override void ProEnter() { HeroDieEventData heroDieEventData = HeroDieEventData.Create(); heroDieEventData.combatHeroEntity = myCombatMagicWeaponEntity; CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie, heroDieEventData); myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian); } } }