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- using Core.State;
- using Core.Triiger;
- using Fort23.Core;
- using Fort23.UTool;
- using GameLogic.Combat.CombatTool;
- using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
- using UnityEngine;
- namespace GameLogic.Combat.Hero.State
- {
- /// <summary>
- /// 再空中飞来飞去撞的时候
- /// </summary>
- public class MagicWeaponMoveState : CombatHeroStateBasic,ITriggerEntity
- {
- public class MagicWeaponMoveStateData : CObject, IStateEnterData
- {
- public bool trigger;
- public float triggerTime;
- public override void ActiveObj()
- {
- }
- public override void DormancyObj()
- {
- }
- }
- private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
- private float speed = 10;
- private IUnRegister OnTriggerEnterEvent;
- protected Vector3 _lastDir;
- protected bool _trigger;
- private float _triggerTime;
- public MagicWeaponMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
- }
- protected override void ProEnter()
- {
- MagicWeaponMoveStateData magicWeaponMoveStateData = iStateEnterData as MagicWeaponMoveStateData;
- if (magicWeaponMoveStateData != null)
- {
- _trigger = magicWeaponMoveStateData.trigger;
- _triggerTime = magicWeaponMoveStateData.triggerTime;
- }
- OnTriggerEnterEvent = myCombatMagicWeaponEntity.GameObject.OnTriggerEnterEvent(this,OnTriggerEnter);
- }
- public Vector3 GetStartPos()
- {
- Vector3 startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
- float y = myCombatMagicWeaponEntity.IsEnemy ? 5 : 3;
- float x = myCombatMagicWeaponEntity.useIndex;
- return startPos + new Vector3(x, y, 0);
- }
- private void OnTriggerEnter(Collider collider,ITriggerEntity triggerEntity)
- {
- HeroEntityMono heroEntityMono = collider.GetComponent<HeroEntityMono>();
- if (heroEntityMono == null || heroEntityMono.combatHeroEntity != myCombatMagicWeaponEntity.CollidingTarget)
- {
- return;
- }
- if (!(myCombatMagicWeaponEntity.CombatAIBasic.CurrState is MagicWeaponMoveState))
- {
- return;
- }
- CombatMagicWeaponEntity combatMagicWeaponEntity =
- heroEntityMono.combatHeroEntity as CombatMagicWeaponEntity;
- if ((combatMagicWeaponEntity.HpBl <= 30 || myCombatMagicWeaponEntity.HpBl < 20) &&
- myCombatMagicWeaponEntity.CombatAIBasic.CurrState is MagicWeaponMoveState)
- {
- CombatController.currActiveCombat.MagicWeaponCombatSence.AddCollisionMagicWeapon(
- combatMagicWeaponEntity, myCombatMagicWeaponEntity);
- }
- else
- {
- if (!myCombatMagicWeaponEntity.IsEnemy)
- {
- CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_爆",
- collider.transform.position, null, false, null, delegate(ParticleSystemPool particleSystemPool)
- {
- particleSystemPool.transform.rotation =
- myCombatMagicWeaponEntity.GameObject.transform.rotation;
- });
- }
- combatMagicWeaponEntity.ReduceHp(40);
- _trigger = true;
- _triggerTime = 0.5f;
- myCombatMagicWeaponEntity.CollidingTarget = null;
- }
- // _trigger = true;
- // _triggerTime = 0.5f;
- //碰到了要撞的敌人
- }
- protected override void ProUpdate(float t)
- {
- if (myCombatMagicWeaponEntity.CollidingTarget == null ||
- myCombatMagicWeaponEntity.CollidingTarget.HpBl <= 0)
- {
- // myCombatMagicWeaponEntity.CollidingTarget = combatMagicWeaponEntity;
- }
- MagicWeaponCollisionInfo nMagicWeaponCollisionInfo =
- CombatController.currActiveCombat.MagicWeaponCombatSence.FindMagicWeaponCollisionInfo(
- myCombatMagicWeaponEntity.MagicWeaponCollisionId);
- myCombatMagicWeaponEntity.CollidingTarget =
- nMagicWeaponCollisionInfo.a == combatHeroEntity
- ? nMagicWeaponCollisionInfo.b
- : nMagicWeaponCollisionInfo.a;
- Vector3 targetPos = Vector3.zero;
- CombatMagicWeaponEntity currCollidingTarget = myCombatMagicWeaponEntity.CollidingTarget;
- if (currCollidingTarget == null || !currCollidingTarget.isCombatState) //没有可碰撞的法宝了
- {
- Vector3 startPos = GetStartPos();
- if (Vector3.Distance(startPos, myCombatMagicWeaponEntity.dotPos) < 0.5f)
- {
- myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- return;
- }
- targetPos = startPos;
- }
- else
- {
- targetPos = currCollidingTarget.dotPos;
- }
- Quaternion newQuaternion = myCombatMagicWeaponEntity.GameObject.transform.rotation;
- if (_trigger && _triggerTime > 0)
- {
- _triggerTime -= t;
- if (_triggerTime <= 0)
- {
- _trigger = false;
- // speed = 1;
- }
- }
- else
- {
- Vector3 newDir = (targetPos - myCombatMagicWeaponEntity.dotPos).normalized;
- float targetAngle = Vector3.Angle(Vector3.forward, newDir);
- // Quaternion.Euler(0, targetAngle, 0) * enemyDirection;
- newQuaternion = Quaternion.LookRotation(newDir);
- newQuaternion = Quaternion.RotateTowards(myCombatMagicWeaponEntity.GameObject.transform.rotation,
- newQuaternion, 5);
- _lastDir = newDir;
- }
- // speed += t * 3;
- // if (speed > 10)
- // {
- // speed = 10;
- // }
- Vector3 pos = newQuaternion * new Vector3(0, 0, 1);
- Vector3 movePos = pos * speed * t;
- Vector3 _currPos = myCombatMagicWeaponEntity.dotPos;
- _currPos += movePos;
- myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(_currPos);
- myCombatMagicWeaponEntity.GameObject.transform.rotation = newQuaternion;
- }
- protected void ActiveHero()
- {
- }
- protected override void ProExit()
- {
- OnTriggerEnterEvent.UnRegister();
- }
- public override bool IsUpdateLockTarget()
- {
- return false;
- }
- protected override void ProDispose()
- {
- }
- public string tag { get; }
- }
- }
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