MagicWeaponChuChangState.cs 4.8 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatEvent;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Skill;
  5. using UnityEngine;
  6. using Utility.CTween;
  7. namespace GameLogic.Combat.Hero.State
  8. {
  9. public class MagicWeaponChuChangState : CombatHeroStateBasic
  10. {
  11. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  12. private Vector3 startPos;
  13. private Vector3 endPos;
  14. private float _addTime;
  15. private float _currTime;
  16. private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
  17. private bool isUpdate;
  18. private int[] xOff = new int[] { 0, 1, -1, 2, -2 };
  19. public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  20. {
  21. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  22. }
  23. protected override void ProEnter()
  24. {
  25. myCombatMagicWeaponEntity.CloseLoopFx();
  26. myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
  27. myCombatMagicWeaponEntity.GameObject.transform.localScale = Vector3.one;
  28. myCombatMagicWeaponEntity.GameObject.transform.rotation = myCombatMagicWeaponEntity.RootMagicWeaponControl
  29. .combatHeroEntity.GameObject.transform.rotation;
  30. myCombatMagicWeaponEntity.GameObject.SetActive(true);
  31. startPos = myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.dotPos;
  32. float y = myCombatMagicWeaponEntity.IsEnemy ? 5 : 5;
  33. float x = xOff[myCombatMagicWeaponEntity.useIndex % xOff.Length];
  34. if (myCombatMagicWeaponEntity.CustomizeShowTarget != null)
  35. {
  36. endPos = myCombatMagicWeaponEntity.CustomizeShowTarget();
  37. }
  38. else
  39. {
  40. endPos = myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GameObject.transform
  41. .TransformPoint(
  42. new Vector3(x, y, 0));
  43. }
  44. // endPos = startPos + Vector3(x-3, y, 0);
  45. _addTime = 1.0f / (Vector3.Distance(startPos, endPos) /
  46. CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopSpeed);
  47. isUpdate = true;
  48. if (myCombatMagicWeaponEntity.isMagicWeaponTreasureBook)
  49. {
  50. _currTime = 1;
  51. }
  52. else
  53. {
  54. _currTime = 0;
  55. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
  56. }
  57. }
  58. protected override void ProUpdate(float t)
  59. {
  60. if (!isUpdate)
  61. {
  62. return;
  63. }
  64. _currTime += t * _addTime;
  65. Vector3 pos = Vector3.Lerp(startPos, endPos, _currTime);
  66. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
  67. if (_currTime >= 1)
  68. {
  69. isUpdate = false;
  70. if (timeLineEventLogicGroup != null)
  71. {
  72. timeLineEventLogicGroup.CloseLoopFx();
  73. }
  74. UseMagicWeaponEventData useMagicWeaponEventData = UseMagicWeaponEventData.Create();
  75. useMagicWeaponEventData.combatHeroEntity =
  76. myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity;
  77. useMagicWeaponEventData.combatMagicWeaponEntity = myCombatMagicWeaponEntity;
  78. CombatEventManager.Instance.Dispatch(CombatEventType.ShowUseMagicWeaponName, useMagicWeaponEventData);
  79. // myCombatMagicWeaponEntity.GameObject.SetActive(true);
  80. timeLineEventLogicGroup =
  81. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
  82. if (timeLineEventLogicGroup != null)
  83. {
  84. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
  85. {
  86. timeLineEventLogicGroup.CloseLoopFx();
  87. myCombatMagicWeaponEntity.isCombatState = true;
  88. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  89. };
  90. }
  91. else
  92. {
  93. myCombatMagicWeaponEntity.isCombatState = true;
  94. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  95. }
  96. }
  97. }
  98. protected override void ProExit()
  99. {
  100. timeLineEventLogicGroup?.BreakTimeLine(myCombatMagicWeaponEntity);
  101. timeLineEventLogicGroup = null;
  102. }
  103. public override bool IsUpdateLockTarget()
  104. {
  105. return false;
  106. }
  107. protected override void ProDispose()
  108. {
  109. }
  110. }
  111. }