CombatUpdateState.cs 3.0 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889
  1. using GameLogic.Combat.CombatTool;
  2. using GameLogic.Combat.Hero;
  3. using UnityEngine;
  4. namespace GameLogic.Combat.CombatState
  5. {
  6. public class CombatUpdateState:CombatStateBasic
  7. {
  8. public CombatUpdateState(CombatController combatController) : base(combatController)
  9. {
  10. }
  11. protected override void ProEnter()
  12. {
  13. CombatController.CombatCameraControllder.isStop = false;
  14. }
  15. protected override void ProUpdate(float t)
  16. {
  17. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  18. if (playerHeroEntity == null)
  19. {
  20. return;
  21. }
  22. CombatHeroEntity[] allHero =
  23. CombatController.currActiveCombat.CombatHeroController.GetHero(true);
  24. IHero ihero = FindMinDixtance(allHero);
  25. if (ihero != null)
  26. {
  27. CombatController.ChangeState("fight");
  28. return;
  29. }
  30. float add = 0.1f;
  31. Vector3 pos = Vector3.zero;
  32. Vector3 dir = Vector3.zero;
  33. float fx = 1;
  34. pos = CombatController.currActiveCombat.CombatSenceController.Move(0.005f);
  35. float lt = CombatController.currActiveCombat.CombatSenceController.currTime - 0.01f;
  36. Vector3 p = CombatController.currActiveCombat.CombatSenceController.GetTarget(lt);
  37. dir = (pos - p).normalized;
  38. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  39. playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
  40. CombatController.CombatHeroController.Update(t);
  41. CombatController.CombatCameraControllder.Update(t);
  42. CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
  43. }
  44. protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
  45. {
  46. IHero minDistanceHero = null;
  47. if (allHero == null)
  48. {
  49. return null;
  50. }
  51. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  52. float minDistance = float.MaxValue;
  53. for (int i = 0; i < allHero.Length; i++)
  54. {
  55. CombatHeroEntity hero = allHero[i];
  56. if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
  57. {
  58. continue;
  59. }
  60. float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
  61. playerHeroEntity.combatHeroGameObject.position);
  62. if (distance < minDistance)
  63. {
  64. // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
  65. {
  66. minDistance = distance;
  67. minDistanceHero = hero;
  68. }
  69. }
  70. }
  71. return minDistanceHero;
  72. }
  73. }
  74. }