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							- using System.Collections;
 
- using System.Collections.Generic;
 
- using Common.Combat.FxAILogic;
 
- using Core.Utility;
 
- using UnityEngine;
 
- public class S9062_FxLogic : FxAILogicBasic
 
- {
 
-     public float speed;
 
-     private Vector3 targetPos;
 
-     private BesselPath moveBezierPath;
 
-     private float _currTime;
 
-     private float _addTime;
 
-     protected override void ProInit()
 
-     {
 
-         targetPos = TimeLineEventParticleLogicBasic.customizePos[0];
 
-         if (moveBezierPath == null)
 
-         {
 
-             moveBezierPath = new BesselPath();
 
-         }
 
-         moveBezierPath.controlPoints.Clear();
 
-         Vector3 dir = (targetPos - startPos);
 
-         Vector3 zxPoint = startPos + dir * 0.5f + new Vector3(0, 5, 0);
 
-         moveBezierPath.controlPoints.Add(startPos);
 
-         moveBezierPath.controlPoints.Add(zxPoint);
 
-         moveBezierPath.controlPoints.Add(targetPos);
 
-         moveBezierPath.SetLengthAtT();
 
-         _addTime = 1.0f / (moveBezierPath.allDis / speed);
 
-         _currTime = 0;
 
-     }
 
-     protected override void ProCombatUpdate(float time)
 
-     {
 
-         _currTime += time * _addTime;
 
-         Vector3 pos = moveBezierPath.CalculatePoint(_currTime);
 
-         _currPos=pos;
 
-         moveTarget.transform.position = pos;
 
-         if (_currTime >=1)
 
-         {
 
-             Dispose();
 
-             PlayHit();
 
-         }
 
-     }
 
- }
 
 
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