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- using Fort23.UTool;
- using GameLogic.Combat.Skill;
- namespace GameLogic.Combat.Hero.State
- {
- public class CombatHeroAttState : CombatHeroStateBasic
- {
- protected SkillBasic skillBasic;
- public CombatHeroAttState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- public override bool IsUpdateLockTarget()
- {
- return false;
- }
- protected override void ProEnter()
- {
- skillBasic = combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().CanReleaseSkill();
- if (skillBasic == null)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- return;
- }
- skillBasic.SetSkillFinishCallBack(delegate(SkillBasic sb)
- {
- if (sb == skillBasic)
- {
- combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().UseSkillFinish(skillBasic);
- skillBasic = null;
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- }
- else
- {
- LogTool.Log("其他技能结束");
- }
- });
- combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().RemoveCommandSkill(skillBasic);
- combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().UseSkill(skillBasic);
- }
- protected override void ProExit()
- {
- if (skillBasic != null)
- {
- skillBasic.BreakSkill();
- combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().UseSkillFinish(skillBasic);
- }
- combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().currUseSkill = null;
- skillBasic = null;
- }
- }
- }
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