MagicWeaponPingDouState.cs 1.3 KB

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  1. using Core.State;
  2. using Fort23.Core;
  3. using UnityEngine;
  4. namespace GameLogic.Combat.Hero.State
  5. {
  6. public class MagicWeaponPingDouState : CombatHeroStateBasic
  7. {
  8. public class MagicWeaponPingDouData : CObject, IStateEnterData
  9. {
  10. public CombatMagicWeaponEntity target;
  11. public override void ActiveObj()
  12. {
  13. }
  14. public override void DormancyObj()
  15. {
  16. }
  17. }
  18. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  19. private Vector3 startPos;
  20. private Vector3 endPos;
  21. private float _addTime;
  22. private float _currTime;
  23. private MagicWeaponPingDouData _magicWeaponPingDouData;
  24. public MagicWeaponPingDouState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  25. {
  26. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  27. }
  28. protected override void ProEnter()
  29. {
  30. }
  31. protected override void ProUpdate(float t)
  32. {
  33. }
  34. protected override void ProExit()
  35. {
  36. }
  37. public override bool IsUpdateLockTarget()
  38. {
  39. return false;
  40. }
  41. protected override void ProDispose()
  42. {
  43. }
  44. }
  45. }