| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647 | using UnityEngine;namespace GameLogic.Combat.Hero.SubStatus{    /// <summary>    /// 战斗待机状态    /// </summary>    public class FightIdleSubState : SubStatusBasic    {        private Vector3 initPos;        protected Vector3 targetPos;        private Vector3 startPos;        private float moveSpped = 1;        private float addTime;        private float allTime;        private float allTimeX;        protected override void ProInit()        {            initPos = CombatHeroEntity.dotPos;            allTimeX=Mathf.PI / 2;            allTime = 0;        }        protected override void ProDispose()        {        }        protected override void ProUpdate(float t)        {            // return;            allTime += t * 2f;            allTimeX += t * 1f;            Vector3 p = Vector3.Lerp(startPos, targetPos, allTime);            float y = Mathf.Sin(allTime) * (CombatHeroEntity.IsEnemy ? 0.1f : -0.1f);            float x = Mathf.Cos(allTimeX) * (CombatHeroEntity.IsEnemy ? 0.1f : -0.1f);            p = initPos + new Vector3(x, y, 0);            CombatHeroEntity.combatHeroGameObject.SetPosition(p);        }    }}
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