MagicWeaponChuChangState.cs 4.6 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatEvent;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Skill;
  5. using UnityEngine;
  6. using Utility.CTween;
  7. namespace GameLogic.Combat.Hero.State
  8. {
  9. public class MagicWeaponChuChangState : CombatHeroStateBasic
  10. {
  11. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  12. private Vector3 startPos;
  13. private Vector3 endPos;
  14. private float _addTime;
  15. private float _currTime;
  16. private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
  17. private bool isUpdate;
  18. private int[] xOff = new int[] { 0, 1, -1, 2, -2 };
  19. public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  20. {
  21. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  22. }
  23. protected override void ProEnter()
  24. {
  25. myCombatMagicWeaponEntity.CloseLoopFx();
  26. myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
  27. myCombatMagicWeaponEntity.GameObject.transform.localScale = Vector3.one;
  28. myCombatMagicWeaponEntity.GameObject.transform.rotation = myCombatMagicWeaponEntity.RootMagicWeaponControl
  29. .combatHeroEntity.GameObject.transform.rotation;
  30. myCombatMagicWeaponEntity.GameObject.SetActive(true);
  31. startPos = myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.dotPos;
  32. float y = myCombatMagicWeaponEntity.IsEnemy ? 5 : 5;
  33. float x = xOff[myCombatMagicWeaponEntity.useIndex];
  34. endPos = myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GameObject.transform
  35. .TransformPoint(
  36. new Vector3(x, y, 0));
  37. // endPos = startPos + Vector3(x-3, y, 0);
  38. _addTime = 1.0f / (Vector3.Distance(startPos, endPos) /
  39. CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopSpeed);
  40. isUpdate = true;
  41. if (myCombatMagicWeaponEntity.isMagicWeaponTreasureBook)
  42. {
  43. _currTime = 1;
  44. }
  45. else
  46. {
  47. _currTime = 0;
  48. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
  49. }
  50. }
  51. protected override void ProUpdate(float t)
  52. {
  53. if (!isUpdate)
  54. {
  55. return;
  56. }
  57. _currTime += t * _addTime;
  58. Vector3 pos = Vector3.Lerp(startPos, endPos, _currTime);
  59. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
  60. if (_currTime >= 1)
  61. {
  62. isUpdate = false;
  63. if (timeLineEventLogicGroup != null)
  64. {
  65. timeLineEventLogicGroup.CloseLoopFx();
  66. }
  67. UseMagicWeaponEventData useMagicWeaponEventData = UseMagicWeaponEventData.Create();
  68. useMagicWeaponEventData.combatHeroEntity =
  69. myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity;
  70. useMagicWeaponEventData.combatMagicWeaponEntity = myCombatMagicWeaponEntity;
  71. CombatEventManager.Instance.Dispatch(CombatEventType.ShowUseMagicWeaponName, useMagicWeaponEventData);
  72. // myCombatMagicWeaponEntity.GameObject.SetActive(true);
  73. timeLineEventLogicGroup =
  74. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
  75. if (timeLineEventLogicGroup != null)
  76. {
  77. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
  78. {
  79. timeLineEventLogicGroup.CloseLoopFx();
  80. myCombatMagicWeaponEntity.isCombatState = true;
  81. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  82. };
  83. }
  84. else
  85. {
  86. myCombatMagicWeaponEntity.isCombatState = true;
  87. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  88. }
  89. }
  90. }
  91. protected override void ProExit()
  92. {
  93. timeLineEventLogicGroup?.BreakTimeLine(myCombatMagicWeaponEntity);
  94. timeLineEventLogicGroup = null;
  95. }
  96. public override bool IsUpdateLockTarget()
  97. {
  98. return false;
  99. }
  100. protected override void ProDispose()
  101. {
  102. }
  103. }
  104. }