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- using Core.Triiger;
- using GameLogic.Combat.CombatTool;
- using UnityEngine;
- namespace GameLogic.Combat.Hero.State
- {
- /// <summary>
- /// 再空中飞来飞去撞的时候
- /// </summary>
- public class MagicWeaponMoveState : CombatHeroStateBasic
- {
- private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
- private float speed = 1;
- private IUnRegister OnTriggerEnterEvent;
- protected Vector3 _lastDir;
- protected bool _trigger;
- private float _triggerTime;
- public MagicWeaponMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
- }
- protected override void ProEnter()
- {
- OnTriggerEnterEvent = myCombatMagicWeaponEntity.GameObject.OnTriggerEnterEvent(OnTriggerEnter);
- }
- private void OnTriggerEnter(Collider collider)
- {
- HeroEntityMono heroEntityMono = collider.GetComponent<HeroEntityMono>();
- if (heroEntityMono == null || heroEntityMono.combatHeroEntity != myCombatMagicWeaponEntity.CollidingTarget)
- {
- return;
- }
- _trigger = true;
- _triggerTime = 1;
- //碰到了要撞的敌人
- }
- protected override void ProUpdate(float t)
- {
- if (myCombatMagicWeaponEntity.CollidingTarget == null)
- {
- CombatMagicWeaponEntity combatMagicWeaponEntity =
- CombatController.currActiveCombat.MagicWeaponCombatSence.FindCollidingTarget(
- myCombatMagicWeaponEntity);
- myCombatMagicWeaponEntity.CollidingTarget = combatMagicWeaponEntity;
- }
- CombatMagicWeaponEntity currCollidingTarget = myCombatMagicWeaponEntity.CollidingTarget;
- if (currCollidingTarget == null) //没有可碰撞的法宝了
- {
- return;
- }
- if (!currCollidingTarget.isCombatState) //如果目标已经激活了,那么就直接攻击
- {
- return;
- }
- Quaternion newQuaternion = myCombatMagicWeaponEntity.GameObject.transform.rotation;
- if (_trigger && _triggerTime > 0)
- {
- _triggerTime -= t;
- if (_triggerTime <= 0)
- {
- _trigger = false;
- speed = 1;
- }
- }
- else
- {
- Vector3 newDir = (currCollidingTarget.dotPos - myCombatMagicWeaponEntity.dotPos).normalized;
- newQuaternion = Quaternion.LookRotation(newDir);
- newQuaternion = Quaternion.RotateTowards(myCombatMagicWeaponEntity.GameObject.transform.rotation,
- newQuaternion, 5);
- _lastDir = newDir;
- }
- speed += t * 3;
- if (speed > 10)
- {
- speed = 10;
- }
- Vector3 pos = newQuaternion * new Vector3(0, 0, 1);
- Vector3 movePos = pos * speed * t;
- Vector3 _currPos = myCombatMagicWeaponEntity.dotPos;
- _currPos += movePos;
- myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(_currPos);
- myCombatMagicWeaponEntity.GameObject.transform.rotation = newQuaternion;
- }
- protected void ActiveHero()
- {
- }
- protected override void ProExit()
- {
- OnTriggerEnterEvent.UnRegister();
- }
- public override bool IsUpdateLockTarget()
- {
- return false;
- }
- protected override void ProDispose()
- {
- }
- }
- }
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