CombatSceneSwitchState.cs 3.3 KB

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  1. using Fort23.Core;
  2. using GameLogic.Combat.CombatTool;
  3. using GameLogic.Combat.Hero;
  4. using UnityEngine;
  5. namespace GameLogic.Combat.CombatState
  6. {
  7. public class CombatSceneSwitchState : CombatStateBasic
  8. {
  9. private Vector3 dir;
  10. private Vector3 moveTargetDir;
  11. private float currTime;
  12. private int state;
  13. private Vector3 startPos;
  14. private Vector3 startEulerAngles;
  15. public CombatSceneSwitchState(CombatController combatController) : base(combatController)
  16. {
  17. }
  18. protected override void ProEnter()
  19. {
  20. CombatController.CombatCameraControllder.isStop = true;
  21. CombatController.IsFightState = false;
  22. CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
  23. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  24. if (playerHeroEntity != null)
  25. {
  26. playerHeroEntity.PlayAnim(CombatHeroStateType.idle, true, 0, false, 1);
  27. CombatController.MagicWeaponCombatSence.CloseSecene();
  28. }
  29. startPos=playerHeroEntity.GameObject.transform.position;
  30. startEulerAngles = playerHeroEntity.GameObject.transform.rotation.eulerAngles;
  31. // CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  32. Vector3 target = playerHeroEntity.GameObject.transform.TransformPoint(new Vector3(1, 2, 1));
  33. moveTargetDir = (target - playerHeroEntity.GameObject.transform.forward).normalized;
  34. currTime = 0;
  35. state = 0;
  36. }
  37. protected override void ProUpdate(float t)
  38. {
  39. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  40. if (playerHeroEntity == null)
  41. {
  42. return;
  43. }
  44. currTime += t;
  45. if (currTime > 3 && state == 0)
  46. {
  47. state = 1;
  48. EventManager.Instance.Dispatch(CustomEventType.ShowLoadingUI, null);
  49. InitScenes();
  50. currTime = 0;
  51. }
  52. if (state == 2)
  53. {
  54. return;
  55. }
  56. Vector3 pos = playerHeroEntity.dotPos;
  57. Vector3 currDir = Vector3.Lerp(playerHeroEntity.GameObject.transform.forward, moveTargetDir, 0.3f);
  58. pos += currDir.normalized * 15 * t;
  59. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  60. playerHeroEntity.GameObject.transform.rotation =
  61. Quaternion.LookRotation(new Vector3(currDir.x, 0, currDir.z));
  62. }
  63. private async void InitScenes()
  64. {
  65. await TimerComponent.Instance.WaitAsync(600);
  66. state = 2;
  67. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  68. playerHeroEntity.GameObject.transform.position = startPos;
  69. playerHeroEntity.GameObject.transform.rotation = Quaternion.Euler(startEulerAngles);
  70. await CombatController.CombatSenceController.InitScenes("LevelBattle03");
  71. EventManager.Instance.Dispatch(CustomEventType.CloseLoadingUI, null);
  72. CombatController.CombatCameraControllder.isStop = false;
  73. CombatController.ChangeState(CombatController.fight);
  74. }
  75. }
  76. }