| 1234567891011121314151617181920212223242526272829303132333435363738394041424344 | using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero.SubStatus;using UnityEngine;using UnityEngine.AI;namespace GameLogic.Combat.Hero.State{    public class CombatHeroIdleState : CombatHeroStateBasic    {        public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)        {        }        protected override void ProEnter()        {            combatHeroEntity.combatHeroAnimtion.Play("idle");        }        protected override void ProUpdate(float t)        {            if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)            {                if (!CombatController.currActiveCombat.IsFightState)                {                    combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);                }                return;            }            FightIdleSubState FightIdleSubState = combatHeroEntity.CombatAIBasic.GetSubStatus<FightIdleSubState>();            if (FightIdleSubState == null)                            {                FightIdleSubState = new FightIdleSubState();                combatHeroEntity.CombatAIBasic.AddSubStatus(FightIdleSubState);            }            if (combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().CanReleaseSkill() != null)            {                combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);            }        }    }}
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