using Animancer; using GameLogic.Combat.CombatTool; using UnityEngine; using UnityEngine.AI; namespace GameLogic.Combat.Hero.State { public class CombatHeroFollowMoveState : CombatHeroStateBasic { protected Vector3 lasetTaregtPoint; protected Vector3 lastMovePoint; protected HeroPlayStateInfoBasic _transitionAsset; public float defMoveSpeed; public CombatHeroFollowMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity) { } public override bool IsUpdateLockTarget() { return false; } protected override void ProEnter() { } protected override void ProExit() { } protected void SetNewPath(Vector3 taregtPos) { } protected override void ProUpdate(float t) { } } }