| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118 | using System.Collections.Generic;using Common.Combat.FxAILogic;using Core.Triiger;using Fort23.Core;using UnityEngine;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.Skill.MagicSkill{    public class S3401FxMove : CObject    {        public Vector3 endPos;        public FxAILogicBasic fxAILogicBasic;        public float moveSpeed = 8;        private System.Action finishCallBack;        private bool isUpdate;        public void InitActive(System.Action finishCallBack)        {            this.finishCallBack = finishCallBack;            isUpdate = true;        }        public override void ActiveObj()        {        }        public override void DormancyObj()        {            fxAILogicBasic = null;            isUpdate = false;        }        public void Update(float t)        {            if (!isUpdate)            {                return;            }            Vector3 pos = fxAILogicBasic.gameObject.transform.position;            Vector3 dir = endPos - pos;            float distance = dir.magnitude;            float addT = 1.0f / (distance / moveSpeed);            float moveTime = t * addT;            Vector3 d = Vector3.Lerp(pos, endPos, moveTime);            fxAILogicBasic.gameObject.transform.position = d;            if (moveTime >= 1)            {                fxAILogicBasic.Dispose();                finishCallBack?.Invoke();            }        }    }    /// <summary>    /// 宝塔在英雄的头顶前往位置旋转,形成一个扇形区域,敌人的功法如果进入这个扇形区域有很大的概率被法宝吸收    ///(飞到玩家头顶持续施法)    /// 100%吸收,切吸收后临时增加玩家对于吸收功法的灵根    /// </summary>    public class S3401 : MagicSkillBasic    {        private List<S3401FxMove> _currTriggerFx = new List<S3401FxMove>();        private float _currTime;        private bool _isUpdae;        protected override void ProMagicUseSkill()        {        }        protected override void MagicSkillUpdate(float time)        {            if (!_isUpdae)            {                return;            }            _currTime += time;            for (int i = 0; i < _currTriggerFx.Count; i++)            {                S3401FxMove fxMove = _currTriggerFx[i];                fxMove.Update(time);            }        }        protected override void ProSkillPlayFinish()        {            _isUpdae = false;            for (int i = 0; i < _currTriggerFx.Count; i++)            {                S3401FxMove fxMove = _currTriggerFx[i];                CObjectPool.Instance.Recycle(fxMove);            }            _currTriggerFx.Clear();        }        private void OnTriggerExitEvent(Collider collider, ITriggerEntity triggerEntity)        {            if (triggerEntity == null)            {                return;            }            FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;            if (fxAILogicBasic != null && fxAILogicBasic.CombatHeroEntity.IsEnemy != CombatHeroEntity.IsEnemy)            {                fxAILogicBasic.isNotMove = true;                S3401FxMove fxMove = CObjectPool.Instance.Fetch<S3401FxMove>();                fxMove.fxAILogicBasic = fxAILogicBasic;                fxMove.InitActive(null);                _currTriggerFx.Add(fxMove);            }        }    }}
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