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- using System.Collections;
- using System.Collections.Generic;
- using Common.Combat.FxAILogic;
- using UnityEngine;
- public class S1101_FxLogic : FxParabolaBulletLogic
- {
- // public float move101Speed=
- private int moveState = 0;
- private Vector3 moveStateOneStartPos;
- protected float moveStateTime;
- protected override void ProInit()
- {
- moveState = 0;
- moveStateTime = 0;
- base.ProInit();
- CombatHeroEntity combatHeroEntity = TimeLineEventParticleLogicBasic.castEntity as CombatHeroEntity;
- moveStateOneStartPos = combatHeroEntity.dotPos;
- }
- public override void CombatUpdate(float time)
- {
- if (!_isUpdateBasic)
- {
- return;
- }
- if (moveState == 0)
- {
- moveStateTime += time * 4;
- Vector3 newPos = Vector3.Lerp(moveStateOneStartPos, startPos, moveStateTime);
- // moveTarget.transform.localScale = Vector3.Lerp(Vector3.zero, Vector3.one*size, moveStateTime);
- moveTarget.transform.position = newPos;
- if (moveStateTime >= 1)
- {
- moveState = 1;
- }
- }
- else
- {
- base.CombatUpdate(time);
- }
- }
- }
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