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- using Common.Utility.CombatEvent;
- using Fort23.Core;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero.State;
- using UnityEngine;
- namespace GameLogic.Combat.Hero
- {
- public class MagicWeaponIdleState : CombatHeroStateBasic
- {
- private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
- private Vector3 startPos;
- private Vector3 endPos;
- private float _addTime;
- private float _currTime;
- public MagicWeaponIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
- }
- protected override void ProEnter()
- {
-
-
- }
- protected override void ProUpdate(float t)
- {
- CombatMagicWeaponEntity combatMagicWeaponEntity =
- CombatController.currActiveCombat.MagicWeaponCombatSence.FindCollidingTarget(
- myCombatMagicWeaponEntity);
- if (combatMagicWeaponEntity != null)
- {
- myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
- return;
- }
-
- Quaternion newQuaternion = Quaternion.LookRotation(Vector3.up);
- myCombatMagicWeaponEntity.GameObject.transform.rotation = Quaternion.RotateTowards(myCombatMagicWeaponEntity.GameObject.transform.rotation,
- newQuaternion, 5);
- }
- protected override void ProExit()
- {
- }
- public override bool IsUpdateLockTarget()
- {
- return false;
- }
- protected override void ProDispose()
- {
- }
- }
- }
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