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							- using Fort23.UTool;
 
- using GameLogic.Combat.Skill;
 
- namespace GameLogic.Combat.Hero.State
 
- {
 
-     public class CombatHeroAttState : CombatHeroStateBasic
 
-     {
 
-         protected SkillBasic skillBasic;
 
-         public CombatHeroAttState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
 
-         {
 
-         }
 
-         public override bool IsUpdateLockTarget()
 
-         {
 
-             return false;
 
-         }
 
-         protected override void ProEnter()
 
-         {
 
-             skillBasic = combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill();
 
-             if (skillBasic == null)
 
-             {
 
-                 combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
 
-                 return;
 
-             }
 
-             skillBasic.SetSkillFinishCallBack(delegate(SkillBasic sb)
 
-             {
 
-                 if (sb == skillBasic)
 
-                 {
 
-                     skillBasic = null;
 
-                     combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
 
-                 }
 
-                 else
 
-                 {
 
-                     LogTool.Log("其他技能结束");
 
-                 }
 
-             });
 
-             combatHeroEntity.CombatHeroSkillControl.RemoveCommandSkill(skillBasic);
 
-             combatHeroEntity.CombatHeroSkillControl.UseSkill(skillBasic);
 
-         }
 
-         protected override void ProExit()
 
-         {
 
-             if (skillBasic != null)
 
-             {
 
-                 skillBasic.BreakSkill();
 
-             }
 
-           
 
-             combatHeroEntity.CombatHeroSkillControl.currUseSkill = null;
 
-             skillBasic = null;
 
-         }
 
-     }
 
- }
 
 
  |