using Common.Utility.CombatEvent;
using Core.Utility;
using Fort23.Core;
using UnityEngine;
namespace GameLogic.Combat.Hero.State
{
public class MagicWeaponAttState : CombatHeroStateBasic
{
private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
private BesselPath _besselPath;
public MagicWeaponAttState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
{
myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
}
///
/// 开始攻击
///
protected override void ProEnter()
{
_besselPath = CObjectPool.Instance.Fetch();
myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
Vector3 p1 = myCombatMagicWeaponEntity.GameObject.transform.TransformVector(new Vector3(-1.5f, 1.7f, 1));
HeroDieEventData heroDieEventData = HeroDieEventData.Create();
heroDieEventData.combatHeroEntity = myCombatMagicWeaponEntity;
CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
heroDieEventData);
myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
}
private void SetTargetPos()
{
}
protected override void ProExit()
{
CObjectPool.Instance.Recycle(_besselPath);
}
}
}