| 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);            }        }    }}
 |