MagicWeaponChuChangState.cs 3.3 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.CombatTool;
  3. using UnityEngine;
  4. namespace GameLogic.Combat.Hero.State
  5. {
  6. public class MagicWeaponChuChangState : CombatHeroStateBasic
  7. {
  8. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  9. private Vector3 startPos;
  10. private Vector3 endPos;
  11. private float _addTime;
  12. private float _currTime;
  13. private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
  14. private bool isUpdate;
  15. public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  16. {
  17. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  18. }
  19. protected override void ProEnter()
  20. {
  21. myCombatMagicWeaponEntity.CloseLoopFx();
  22. timeLineEventLogicGroup =
  23. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
  24. myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
  25. myCombatMagicWeaponEntity.GameObject.SetActive(true);
  26. startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
  27. float y = myCombatMagicWeaponEntity.IsEnemy ? 5: 5;
  28. float x = myCombatMagicWeaponEntity.useIndex*1.5f;
  29. endPos = startPos + new Vector3(x-3, y, 0);
  30. _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / 6);
  31. _currTime = 0;
  32. isUpdate = true;
  33. }
  34. protected override void ProUpdate(float t)
  35. {
  36. if (!isUpdate)
  37. {
  38. return;
  39. }
  40. _currTime += t * _addTime;
  41. Vector3 pos = Vector3.Lerp(startPos, endPos, _currTime);
  42. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
  43. if (_currTime >= 1)
  44. {
  45. isUpdate = false;
  46. if (timeLineEventLogicGroup != null)
  47. {
  48. timeLineEventLogicGroup.CloseLoopFx();
  49. }
  50. // myCombatMagicWeaponEntity.GameObject.SetActive(true);
  51. timeLineEventLogicGroup =
  52. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
  53. if (timeLineEventLogicGroup != null)
  54. {
  55. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
  56. {
  57. timeLineEventLogicGroup.CloseLoopFx();
  58. myCombatMagicWeaponEntity.isCombatState = true;
  59. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  60. };
  61. }
  62. else
  63. {
  64. myCombatMagicWeaponEntity.isCombatState = true;
  65. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  66. }
  67. }
  68. }
  69. protected override void ProExit()
  70. {
  71. timeLineEventLogicGroup?.BreakTimeLine(myCombatMagicWeaponEntity);
  72. timeLineEventLogicGroup = null;
  73. }
  74. public override bool IsUpdateLockTarget()
  75. {
  76. return false;
  77. }
  78. protected override void ProDispose()
  79. {
  80. }
  81. }
  82. }