MagicWeaponMoveState.cs 3.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124
  1. using Core.Triiger;
  2. using GameLogic.Combat.CombatTool;
  3. using UnityEngine;
  4. namespace GameLogic.Combat.Hero.State
  5. {
  6. /// <summary>
  7. /// 再空中飞来飞去撞的时候
  8. /// </summary>
  9. public class MagicWeaponMoveState : CombatHeroStateBasic
  10. {
  11. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  12. private float speed = 1;
  13. private IUnRegister OnTriggerEnterEvent;
  14. protected Vector3 _lastDir;
  15. protected bool _trigger;
  16. private float _triggerTime;
  17. public MagicWeaponMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  18. {
  19. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  20. }
  21. protected override void ProEnter()
  22. {
  23. OnTriggerEnterEvent = myCombatMagicWeaponEntity.GameObject.OnTriggerEnterEvent(OnTriggerEnter);
  24. }
  25. private void OnTriggerEnter(Collider collider)
  26. {
  27. HeroEntityMono heroEntityMono = collider.GetComponent<HeroEntityMono>();
  28. if (heroEntityMono == null || heroEntityMono.combatHeroEntity != myCombatMagicWeaponEntity.CollidingTarget)
  29. {
  30. return;
  31. }
  32. _trigger = true;
  33. _triggerTime = 1;
  34. //碰到了要撞的敌人
  35. }
  36. protected override void ProUpdate(float t)
  37. {
  38. if (myCombatMagicWeaponEntity.CollidingTarget == null)
  39. {
  40. CombatMagicWeaponEntity combatMagicWeaponEntity =
  41. CombatController.currActiveCombat.MagicWeaponCombatSence.FindCollidingTarget(
  42. myCombatMagicWeaponEntity);
  43. myCombatMagicWeaponEntity.CollidingTarget = combatMagicWeaponEntity;
  44. }
  45. CombatMagicWeaponEntity currCollidingTarget = myCombatMagicWeaponEntity.CollidingTarget;
  46. if (currCollidingTarget == null) //没有可碰撞的法宝了
  47. {
  48. return;
  49. }
  50. if (!currCollidingTarget.isCombatState) //如果目标已经激活了,那么就直接攻击
  51. {
  52. return;
  53. }
  54. Quaternion newQuaternion = myCombatMagicWeaponEntity.GameObject.transform.rotation;
  55. if (_trigger && _triggerTime > 0)
  56. {
  57. _triggerTime -= t;
  58. if (_triggerTime <= 0)
  59. {
  60. _trigger = false;
  61. speed = 1;
  62. }
  63. }
  64. else
  65. {
  66. Vector3 newDir = (currCollidingTarget.dotPos - myCombatMagicWeaponEntity.dotPos).normalized;
  67. newQuaternion = Quaternion.LookRotation(newDir);
  68. newQuaternion = Quaternion.RotateTowards(myCombatMagicWeaponEntity.GameObject.transform.rotation,
  69. newQuaternion, 5);
  70. _lastDir = newDir;
  71. }
  72. speed += t * 3;
  73. if (speed > 10)
  74. {
  75. speed = 10;
  76. }
  77. Vector3 pos = newQuaternion * new Vector3(0, 0, 1);
  78. Vector3 movePos = pos * speed * t;
  79. Vector3 _currPos = myCombatMagicWeaponEntity.dotPos;
  80. _currPos += movePos;
  81. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(_currPos);
  82. myCombatMagicWeaponEntity.GameObject.transform.rotation = newQuaternion;
  83. }
  84. protected void ActiveHero()
  85. {
  86. }
  87. protected override void ProExit()
  88. {
  89. OnTriggerEnterEvent.UnRegister();
  90. }
  91. public override bool IsUpdateLockTarget()
  92. {
  93. return false;
  94. }
  95. protected override void ProDispose()
  96. {
  97. }
  98. }
  99. }