using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero; namespace GameLogic.Combat.CombatState { public class CombatIdleState : CombatStateBasic { public CombatIdleState(CombatController combatController) : base(combatController) { } protected override void ProEnter() { CombatController.CombatCameraControllder.isStop = false; CombatController.IsFightState = false; CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic(); CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity; if (playerHeroEntity != null) { playerHeroEntity.PlayAnim(CombatHeroStateType.idle, true, 0, false, 1); CombatController.MagicWeaponCombatSence.CloseSecene(); } } } }