MagicWeaponAi.cs 1.5 KB

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  1. using GameLogic.Combat.Hero.State;
  2. using UnityEngine;
  3. namespace GameLogic.Combat.Hero
  4. {
  5. public class MagicWeaponAi : CombatAIBasic
  6. {
  7. protected float roatSpeed = 30;
  8. private Transform rootRoat;
  9. protected override void ProInitState()
  10. {
  11. stateControl.AddState(CombatHeroStateType.XiuMian, new MagicWeapomDormancyState(_showBaiscEntity));
  12. stateControl.AddState(CombatHeroStateType.idle, new MagicWeaponIdleState(_showBaiscEntity));
  13. stateControl.AddState(CombatHeroStateType.move, new MagicWeaponMoveState(_showBaiscEntity));
  14. stateControl.AddState(CombatHeroStateType.MagicWeaponPingDou,
  15. new MagicWeaponPingDouState(_showBaiscEntity));
  16. stateControl.AddState(CombatHeroStateType.Active, new MagicWeaponChuChangState(_showBaiscEntity));
  17. stateControl.AddState(CombatHeroStateType.att, new MagicWeaponAttState(_showBaiscEntity));
  18. stateControl.AddState(CombatHeroStateType.dile, new MagicWeaponDieState(_showBaiscEntity));
  19. }
  20. protected override void ProUpdate()
  21. {
  22. if (rootRoat == null)
  23. {
  24. rootRoat = _showBaiscEntity.GameObject.transform.Find("root");
  25. }
  26. if (rootRoat != null)
  27. {
  28. rootRoat.localEulerAngles =
  29. new Vector3(rootRoat.localEulerAngles.x, rootRoat.localEulerAngles.y,
  30. rootRoat.localEulerAngles.z + roatSpeed);
  31. }
  32. }
  33. }
  34. }