S1101_FxLogic.cs 1.2 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Common.Combat.FxAILogic;
  4. using UnityEngine;
  5. public class S1101_FxLogic : FxParabolaBulletLogic
  6. {
  7. // public float move101Speed=
  8. private int moveState = 0;
  9. private Vector3 moveStateOneStartPos;
  10. protected float moveStateTime;
  11. protected override void ProInit()
  12. {
  13. moveState = 0;
  14. moveStateTime = 0;
  15. base.ProInit();
  16. CombatHeroEntity combatHeroEntity = TimeLineEventParticleLogicBasic.castEntity as CombatHeroEntity;
  17. moveStateOneStartPos = combatHeroEntity.dotPos;
  18. }
  19. public override void CombatUpdate(float time)
  20. {
  21. if (!_isUpdateBasic)
  22. {
  23. return;
  24. }
  25. if (moveState == 0)
  26. {
  27. moveStateTime += time * 4;
  28. Vector3 newPos = Vector3.Lerp(moveStateOneStartPos, startPos, moveStateTime);
  29. // moveTarget.transform.localScale = Vector3.Lerp(Vector3.zero, Vector3.one*size, moveStateTime);
  30. moveTarget.transform.position = newPos;
  31. if (moveStateTime >= 1)
  32. {
  33. moveState = 1;
  34. }
  35. }
  36. else
  37. {
  38. base.CombatUpdate(time);
  39. }
  40. }
  41. }