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- using Fort23.Core;
- using GameLogic.Combat.Hero;
- using GameLogic.Combat.Hero.State;
- namespace GameLogic.Combat.CombatTool
- {
- public class MagicWeaponCollisionInfo : CObject
- {
- public CombatMagicWeaponEntity a;
- public CombatMagicWeaponEntity b;
- protected float _currTime;
- public void Update(float t)
- {
- _currTime += t;
- if (_currTime > 0.1f)
- {
- _currTime = 0;
- if (a != null)
- {
- a.ReduceHp(1);
- }
- if (b != null)
- {
- b.ReduceHp(1);
- }
- }
- }
- public override void ActiveObj()
- {
- }
- public override void DormancyObj()
- {
- a = null;
- b = null;
- }
- public void Finish()
- {
- if (a.HpBl > 0)
- {
- MagicWeaponMoveState.MagicWeaponMoveStateData magicWeaponMoveStateData =
- CObjectPool.Instance.Fetch<MagicWeaponMoveState.MagicWeaponMoveStateData>();
- magicWeaponMoveStateData.trigger = true;
- magicWeaponMoveStateData.triggerTime = 0.5f;
- a.CombatAIBasic.ChangeState(CombatHeroStateType.move,magicWeaponMoveStateData);
- CObjectPool.Instance.Recycle(magicWeaponMoveStateData);
- }
- if (b.HpBl > 0)
- {
- MagicWeaponMoveState.MagicWeaponMoveStateData magicWeaponMoveStateData =
- CObjectPool.Instance.Fetch<MagicWeaponMoveState.MagicWeaponMoveStateData>();
- magicWeaponMoveStateData.trigger = true;
- magicWeaponMoveStateData.triggerTime = 0.5f;
- b.CombatAIBasic.ChangeState(CombatHeroStateType.move,magicWeaponMoveStateData);
- CObjectPool.Instance.Recycle(magicWeaponMoveStateData);
- }
- }
- }
- }
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