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- using GameLogic.Combat.Hero.State;
- using UnityEngine;
- namespace GameLogic.Combat.Hero
- {
- public class MagicWeaponAi : CombatAIBasic
- {
- protected float roatSpeed = 30;
- private Transform rootRoat;
- protected override void ProInitState()
- {
- stateControl.AddState(CombatHeroStateType.XiuMian, new MagicWeapomDormancyState(_showBaiscEntity));
- stateControl.AddState(CombatHeroStateType.idle, new MagicWeaponIdleState(_showBaiscEntity));
- stateControl.AddState(CombatHeroStateType.move, new MagicWeaponMoveState(_showBaiscEntity));
- stateControl.AddState(CombatHeroStateType.MagicWeaponPingDou,
- new MagicWeaponPingDouState(_showBaiscEntity));
- stateControl.AddState(CombatHeroStateType.Active, new MagicWeaponChuChangState(_showBaiscEntity));
- stateControl.AddState(CombatHeroStateType.att, new MagicWeaponAttState(_showBaiscEntity));
- stateControl.AddState(CombatHeroStateType.dile, new MagicWeaponDieState(_showBaiscEntity));
- }
- protected override void ProUpdate()
- {
- if (rootRoat == null)
- {
- rootRoat = _showBaiscEntity.GameObject.transform.Find("root");
- }
- if (rootRoat != null)
- {
- rootRoat.localEulerAngles =
- new Vector3(rootRoat.localEulerAngles.x, rootRoat.localEulerAngles.y,
- rootRoat.localEulerAngles.z + roatSpeed);
- }
- }
- }
- }
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