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							- using Excel2Json;
 
- using Fort23.Core;
 
- using Fort23.UTool;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero;
 
- using UnityEngine;
 
- using Utility.UITool;
 
- namespace GameLogic.Combat.CombatState
 
- {
 
-     public class CombatMiniSceneSwitchState: CombatStateBasic
 
-     {
 
-         private Vector3 dir;
 
-         private Vector3 moveTargetDir;
 
-         private float currTime;
 
-         private int state;
 
-         private Vector3 startPos;
 
-         private Vector3 startEulerAngles;
 
-         private float speed=0.5f;
 
-         private float feiXingCurTime;
 
-         public CombatMiniSceneSwitchState(CombatController combatController) : base(combatController)
 
-         {
 
-         }
 
-         protected override void ProEnter()
 
-         {
 
-             // CombatController.CombatCameraControllder.isStop = true;
 
-             CombatController.IsFightState = false;
 
-             CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
 
-             CombatHeroEntity playerHeroEntity =CombatController.currActiveCombat.playerHeroEntity;
 
-             // if (playerHeroEntity != null)
 
-             // {
 
-             //     playerHeroEntity.PlayAnim(CombatHeroStateType.idle, true, 0, false, 1);
 
-             //     CombatController.MagicWeaponCombatSence.CloseSecene();
 
-             // }
 
-             startPos = playerHeroEntity.GameObject.transform.position;
 
-             startEulerAngles = playerHeroEntity.GameObject.transform.rotation.eulerAngles;
 
-             InitScenes();
 
-             // CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
 
-             // Vector3 target = playerHeroEntity.GameObject.transform.TransformPoint(new Vector3(2, 2, 1));
 
-             // moveTargetDir = (target - playerHeroEntity.GameObject.transform.forward).normalized;
 
-             // dir = playerHeroEntity.GameObject.transform.forward;
 
-             // currTime = 0;
 
-             state = 0;
 
-             // feiXingCurTime = 0;
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
 
-             if (playerHeroEntity == null||state==2)
 
-             {
 
-                 return;
 
-             }
 
-           
 
-         
 
-             
 
-             float add = 0.1f;
 
-             Vector3 pos = playerHeroEntity.dotPos;
 
-             Vector3 dir =  CombatController.currActiveCombat.CombatSenceController.moveDir;
 
-             float fx = 1;
 
-             
 
-             pos += dir.normalized * CombatController.currActiveCombat.CombatHeroController.moveSpeed * t;
 
-             playerHeroEntity.combatHeroGameObject.SetPosition(pos);
 
-             playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
 
-             CombatController.CombatHeroController.Update(t);
 
-             CombatController.CombatCameraControllder.Update(t);
 
-             CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
 
-         }
 
-         private async void InitScenes()
 
-         {
 
-             CombatController.currActiveCombat.CombatSenceController.Flight(3, -90, 10);
 
-             await TimerComponent.Instance.WaitAsync(2000);
 
-             EventManager.Instance.Dispatch(CustomEventType.ShowLoadingUI, null);
 
-             await TimerComponent.Instance.WaitAsync(2000);
 
-             state = 2;
 
-             CombatHeroEntity playerHeroEntity =CombatController.currActiveCombat.playerHeroEntity;
 
-             playerHeroEntity.GameObject.transform.position = startPos;
 
-             playerHeroEntity.GameObject.transform.rotation = Quaternion.Euler(startEulerAngles);
 
-             SmallPlacesConfig smallPlacesConfig =
 
-                 ConfigComponent.Instance.Get<SmallPlacesConfig>(PlayerManager.Instance.CurrentsmallPlaces.id);
 
-             await CombatController.CombatSenceController.InitScenes(smallPlacesConfig.scencName);
 
-             EventManager.Instance.Dispatch(CustomEventType.CloseLoadingUI, null);
 
-             CombatController.CombatCameraControllder.isStop = false;
 
-             CombatController.ChangeState(CombatController.fight);
 
-         }
 
-     }
 
- }
 
 
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