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- using Common.Utility.CombatEvent;
- using Fort23.Core;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero.State;
- using UnityEngine;
- namespace GameLogic.Combat.Hero
- {
- public class MagicWeaponIdleState : CombatHeroStateBasic
- {
- private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
- private Vector3 startPos;
- private Vector3 endPos;
- private float _addTime;
- private float _currTime;
- public MagicWeaponIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
- }
- protected override void ProEnter()
- {
- myCombatMagicWeaponEntity.GameObject.SetActive(true);
- startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
- endPos = CombatController.currActiveCombat.MagicWeaponCombatSence.myEnterCombatPos;
- _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / 5);
- _currTime = 0;
- }
- protected override void ProUpdate(float t)
- {
- _currTime += t * _addTime;
- Vector3 pos = Vector3.Lerp(startPos, endPos, _currTime);
- myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
- if (_currTime >= 1)
- {
- myCombatMagicWeaponEntity.isCombatState = true;
- myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
- }
- }
- protected override void ProExit()
- {
- }
- public override bool IsUpdateLockTarget()
- {
- return false;
- }
- protected override void ProDispose()
- {
- }
- }
- }
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