CombatHeroIdleState.cs 2.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475
  1. using UnityEngine;
  2. using UnityEngine.AI;
  3. namespace GameLogic.Combat.Hero.State
  4. {
  5. public class CombatHeroIdleState : CombatHeroStateBasic
  6. {
  7. public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  8. {
  9. }
  10. protected override void ProEnter()
  11. {
  12. combatHeroEntity.combatHeroAnimtion.Play("idle");
  13. if (!combatHeroEntity.IsEnemy)
  14. {
  15. combatHeroEntity.CombatAIBasic.NavMeshAgent.obstacleAvoidanceType=ObstacleAvoidanceType.HighQualityObstacleAvoidance;
  16. combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 100;
  17. }
  18. else
  19. {
  20. combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 50;
  21. }
  22. }
  23. protected override void ProUpdate(float t)
  24. {
  25. if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  26. {
  27. return;
  28. }
  29. Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
  30. Vector3 myPos = combatHeroEntity.dotPos;
  31. float dis = combatHeroEntity.CurrCombatHeroInfo.maxDisTo;
  32. if (combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  33. {
  34. dis = 1;
  35. }
  36. if (Vector3.SqrMagnitude(targetPos - myPos) >dis)
  37. {
  38. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
  39. }
  40. else
  41. {
  42. {
  43. Vector3 nextPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
  44. Vector3 p = nextPos - combatHeroEntity.dotPos;
  45. if (p.sqrMagnitude > 0.00001)
  46. {
  47. float dot = Vector3.Dot(p.normalized, combatHeroEntity.combatHeroGameObject.transform.forward);
  48. if (dot < 0.95f)
  49. {
  50. Quaternion.LookRotation(p.normalized);
  51. combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  52. combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized),
  53. 0.5f);
  54. return;
  55. }
  56. }
  57. if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
  58. {
  59. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
  60. }
  61. }
  62. }
  63. }
  64. }
  65. }