CombatHeroActiveState.cs 1.5 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. namespace GameLogic.Combat.Hero.State
  3. {
  4. public class CombatHeroActiveState : CombatHeroStateBasic
  5. {
  6. public CombatHeroActiveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  7. {
  8. }
  9. protected override void ProEnter()
  10. {
  11. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  12. combatHeroEntity.combatHeroTimeLineControl.TimeLineData
  13. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("jihuo", null);
  14. if (timeLineEventLogicGroup != null)
  15. {
  16. timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
  17. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate
  18. {
  19. combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(true).IsHide = false;
  20. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  21. combatHeroEntity.CombatAIBasic.isAlert = false;
  22. };
  23. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  24. }
  25. else
  26. {
  27. combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(true).IsHide = false;
  28. combatHeroEntity.CombatAIBasic.isAlert = false;
  29. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  30. }
  31. }
  32. }
  33. }