CombatHeroActiveState.cs 1.7 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. namespace GameLogic.Combat.Hero.State
  3. {
  4. public class CombatHeroActiveState : CombatHeroStateBasic
  5. {
  6. public CombatHeroActiveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  7. {
  8. }
  9. public override bool IsUpdateLockTarget()
  10. {
  11. return false;
  12. }
  13. protected override void ProEnter()
  14. {
  15. combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(true).IsHide = false;
  16. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  17. combatHeroEntity.combatHeroTimeLineControl.TimeLineData
  18. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("jihuo", null);
  19. if (timeLineEventLogicGroup != null)
  20. {
  21. timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
  22. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate
  23. {
  24. // combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(true).IsHide = false;
  25. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  26. combatHeroEntity.CombatAIBasic.isAlert = false;
  27. };
  28. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  29. }
  30. else
  31. {
  32. // combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(true).IsHide = false;
  33. combatHeroEntity.CombatAIBasic.isAlert = false;
  34. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  35. }
  36. }
  37. }
  38. }