| 123456789101112131415161718192021222324252627282930313233343536373839 | 
							- 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);
 
-             }
 
-         }
 
-     }
 
- }
 
 
  |