using GameLogic.Combat.Hero.State; using UnityEngine; namespace GameLogic.Combat.Hero { public class MagicWeaponAi : CombatAIBasic { protected float roatSpeed = 30; private Transform rootRoat; protected override void ProInitState() { stateControl.AddState(CombatHeroStateType.XiuMian, new MagicWeapomDormancyState(_showBaiscEntity)); stateControl.AddState(CombatHeroStateType.idle, new MagicWeaponIdleState(_showBaiscEntity)); stateControl.AddState(CombatHeroStateType.move, new MagicWeaponMoveState(_showBaiscEntity)); stateControl.AddState(CombatHeroStateType.MagicWeaponPingDou, new MagicWeaponPingDouState(_showBaiscEntity)); stateControl.AddState(CombatHeroStateType.Active, new MagicWeaponChuChangState(_showBaiscEntity)); stateControl.AddState(CombatHeroStateType.att, new MagicWeaponAttState(_showBaiscEntity)); stateControl.AddState(CombatHeroStateType.dile, new MagicWeaponDieState(_showBaiscEntity)); } protected override void ProUpdate() { if (rootRoat == null) { rootRoat = _showBaiscEntity.GameObject.transform.Find("root"); } if (rootRoat != null) { rootRoat.localEulerAngles = new Vector3(rootRoat.localEulerAngles.x, rootRoat.localEulerAngles.y, rootRoat.localEulerAngles.z + roatSpeed); } } } }