| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475 | using UnityEngine;using UnityEngine.AI;namespace GameLogic.Combat.Hero.State{    public class CombatHeroIdleState : CombatHeroStateBasic    {        public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)        {        }        protected override void ProEnter()        {            combatHeroEntity.combatHeroAnimtion.Play("idle");            if (!combatHeroEntity.IsEnemy)            {                combatHeroEntity.CombatAIBasic.NavMeshAgent.obstacleAvoidanceType=ObstacleAvoidanceType.HighQualityObstacleAvoidance;                combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 100;            }            else            {                combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 50;            }        }        protected override void ProUpdate(float t)        {            if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)            {                return;            }            Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;            Vector3 myPos = combatHeroEntity.dotPos;            float dis = combatHeroEntity.CurrCombatHeroInfo.maxDisTo;            if (combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)            {                dis = 1;            }            if (Vector3.SqrMagnitude(targetPos - myPos) >dis)            {                combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);            }            else            {                               {                    Vector3 nextPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;                    Vector3 p = nextPos - combatHeroEntity.dotPos;                    if (p.sqrMagnitude > 0.00001)                    {                        float dot = Vector3.Dot(p.normalized, combatHeroEntity.combatHeroGameObject.transform.forward);                        if (dot < 0.95f)                        {                            Quaternion.LookRotation(p.normalized);                            combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(                                combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized),                                0.5f);                            return;                        }                    }                    if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)                    {                        combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);                    }                }            }        }    }}
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