CombatHeroRollingState.cs 3.1 KB

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  1. using System;
  2. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  3. using CombatLibrary.CombatLibrary.CombatCore.Utility;
  4. using Core.State;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using Unity.AI.Navigation;
  8. using UnityEngine;
  9. using UnityEngine.AI;
  10. namespace GameLogic.Combat.Hero.State
  11. {
  12. public class CombatHeroRollingState : CombatHeroStateBasic
  13. {
  14. public class RollingStateData : CObject, IStateEnterData
  15. {
  16. public Vector3 dir;
  17. public override void ActiveObj()
  18. {
  19. }
  20. public override void DormancyObj()
  21. {
  22. }
  23. }
  24. protected float speed = 1.3f;
  25. protected float dis = 3;
  26. private float _currTime;
  27. private Vector3 targetPos;
  28. private Vector3 startPos;
  29. protected ACurve ACurve;
  30. private RollingStateData _rollingStateData;
  31. public CombatHeroRollingState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  32. {
  33. }
  34. protected override void ProEnter()
  35. {
  36. _rollingStateData = iStateEnterData as RollingStateData;
  37. combatHeroEntity.combatHeroAnimtion.Play("idle");
  38. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  39. combatHeroEntity.combatHeroTimeLineControl.TimeLineData
  40. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("fangun1", null);
  41. try
  42. {
  43. timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
  44. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate { };
  45. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  46. }
  47. catch (Exception e)
  48. {
  49. LogTool.Error(e);
  50. }
  51. ACurve = combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventACurve("fangun1", "fangun",
  52. null);
  53. Vector3 dir = combatHeroEntity.faceDir;
  54. if (_rollingStateData != null)
  55. {
  56. dir = _rollingStateData.dir;
  57. }
  58. combatHeroEntity.GameObject.transform.rotation.SetLookRotation(dir);
  59. startPos = combatHeroEntity.dotPos;
  60. targetPos = startPos + dir * -dis;
  61. _currTime = 0;
  62. }
  63. protected override void ProExit()
  64. {
  65. CObjectPool.Instance.Recycle(_rollingStateData);
  66. _rollingStateData = null;
  67. }
  68. protected override void ProUpdate(float t)
  69. {
  70. _currTime += t * speed;
  71. Vector3 moveToTarget = Vector3.Lerp(startPos, targetPos, ACurve.Evaluate(_currTime));
  72. combatHeroEntity.CombatAIBasic.NavMeshAgent.Raycast(moveToTarget, out NavMeshHit hit);
  73. if (!hit.hit)
  74. {
  75. combatHeroEntity.combatHeroGameObject.SetPosition(moveToTarget);
  76. }
  77. if (_currTime >= 1)
  78. {
  79. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  80. return;
  81. }
  82. }
  83. }
  84. }