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; } } }