MagicWeaponIdleState.cs 1.7 KB

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  1. using Common.Utility.CombatEvent;
  2. using Fort23.Core;
  3. using GameLogic.Combat.CombatTool;
  4. using GameLogic.Combat.Hero.State;
  5. using UnityEngine;
  6. namespace GameLogic.Combat.Hero
  7. {
  8. public class MagicWeaponIdleState : CombatHeroStateBasic
  9. {
  10. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  11. private Vector3 startPos;
  12. private Vector3 endPos;
  13. private float _addTime;
  14. private float _currTime;
  15. public MagicWeaponIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  16. {
  17. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  18. }
  19. protected override void ProEnter()
  20. {
  21. }
  22. protected override void ProUpdate(float t)
  23. {
  24. CombatMagicWeaponEntity combatMagicWeaponEntity =
  25. CombatController.currActiveCombat.MagicWeaponCombatSence.FindCollidingTarget(
  26. myCombatMagicWeaponEntity);
  27. if (combatMagicWeaponEntity != null)
  28. {
  29. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
  30. return;
  31. }
  32. Quaternion newQuaternion = Quaternion.LookRotation(Vector3.up);
  33. myCombatMagicWeaponEntity.GameObject.transform.rotation = Quaternion.RotateTowards(myCombatMagicWeaponEntity.GameObject.transform.rotation,
  34. newQuaternion, 5);
  35. }
  36. protected override void ProExit()
  37. {
  38. }
  39. public override bool IsUpdateLockTarget()
  40. {
  41. return false;
  42. }
  43. protected override void ProDispose()
  44. {
  45. }
  46. }
  47. }