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- using UnityEngine;
- using UnityEngine.AI;
- namespace GameLogic.Combat.Hero.State
- {
- public class CombatHeroMoveState : CombatHeroStateBasic
- {
- protected Vector3 lasetTaregtPoint;
- protected Vector3 lastMovePoint;
- public CombatHeroMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- protected override void ProEnter()
- {
- lasetTaregtPoint = Vector3.zero;
- combatHeroEntity.combatHeroAnimtion.Play("run");
- combatHeroEntity.CombatAIBasic.NavMeshAgent.updateRotation = false;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = true;
- // SetNewPath();
- }
- protected override void ProExit()
- {
- combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = true;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.velocity = Vector3.zero;
- // combatHeroEntity.CombatAIBasic.NavMeshAgent.acceleration = 0;
- }
- protected void SetNewPath(Vector3 taregtPos)
- {
- lastMovePoint = combatHeroEntity.dotPos;
- lasetTaregtPoint = taregtPos;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = false;
- // combatHeroEntity.CombatAIBasic.NavMeshAgent.acceleration = 8;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.SetDestination(taregtPos);
- }
- protected override void ProUpdate(float t)
- {
- if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- return;
- }
- Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
- Vector3 myPos = combatHeroEntity.dotPos;
- if (Vector3.SqrMagnitude(targetPos - myPos) >
- combatHeroEntity.CurrCombatHeroInfo.maxDisTo)
- {
- if (Vector3.SqrMagnitude(lasetTaregtPoint - targetPos) > 1)
- {
- SetNewPath(targetPos);
- }
- }
- else
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- return;
- }
- if (!combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped)
- {
-
- Vector3 nextPos = combatHeroEntity.CombatAIBasic.NavMeshAgent.nextPosition;
- Vector3 p = nextPos - lastMovePoint;
- lastMovePoint= myPos;
- if (p.sqrMagnitude > 0.00001)
- {
- combatHeroEntity.combatHeroGameObject.rotation= Quaternion.Lerp(combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
- }
- }
- }
- }
- }
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