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- using Core.State;
- using Fort23.Core;
- using UnityEngine;
- namespace GameLogic.Combat.Hero.State
- {
- public class MagicWeaponPingDouState : CombatHeroStateBasic
- {
- public class MagicWeaponPingDouData : CObject, IStateEnterData
- {
- public CombatMagicWeaponEntity target;
- public override void ActiveObj()
- {
- }
- public override void DormancyObj()
- {
- }
- }
- private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
- private Vector3 startPos;
- private Vector3 endPos;
- private float _addTime;
- private float _currTime;
- private MagicWeaponPingDouData _magicWeaponPingDouData;
- public MagicWeaponPingDouState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
- }
- protected override void ProEnter()
- {
- }
- protected override void ProUpdate(float t)
- {
- }
- protected override void ProExit()
- {
- }
- public override bool IsUpdateLockTarget()
- {
- return false;
- }
- protected override void ProDispose()
- {
- }
- }
- }
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