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- using UnityEngine;
- namespace GameLogic.Combat.Hero.SubStatus
- {
- /// <summary>
- /// 战斗待机状态
- /// </summary>
- public class FightIdleSubState : SubStatusBasic
- {
- private Vector3 initPos;
- protected Vector3 targetPos;
- private Vector3 startPos;
- private float moveSpped = 1;
- private float addTime;
- private float allTime;
- private float allTimeX;
- protected override void ProInit()
- {
- initPos = CombatHeroEntity.dotPos;
- allTimeX=Mathf.PI / 2;
- allTime = 0;
- }
- protected override void ProDispose()
- {
- }
- protected override void ProUpdate(float t)
- {
- allTime += t * 2f;
- allTimeX += t * 1f;
- Vector3 p = Vector3.Lerp(startPos, targetPos, allTime);
- float y = Mathf.Sin(allTime) * (CombatHeroEntity.IsEnemy ? 0.1f : -0.1f);
- float x = Mathf.Cos(allTimeX) * (CombatHeroEntity.IsEnemy ? 0.8f : -0.8f);
- p = initPos + new Vector3(x, y, 0);
- CombatHeroEntity.combatHeroGameObject.SetPosition(p);
- }
- }
- }
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