CombatHeroIdleState.cs 1.5 KB

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  1. using UnityEngine;
  2. namespace GameLogic.Combat.Hero.State
  3. {
  4. public class CombatHeroIdleState : CombatHeroStateBasic
  5. {
  6. public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  7. {
  8. }
  9. protected override void ProEnter()
  10. {
  11. combatHeroEntity.combatHeroAnimtion.Play("idle");
  12. }
  13. protected override void ProUpdate(float t)
  14. {
  15. if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  16. {
  17. return;
  18. }
  19. Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
  20. Vector3 myPos = combatHeroEntity.dotPos;
  21. if (Vector3.SqrMagnitude(targetPos - myPos) > combatHeroEntity.CurrCombatHeroInfo.maxDisTo)
  22. {
  23. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
  24. }
  25. else
  26. {
  27. GameObject[] b = combatHeroEntity.CombatAIBasic.AreaList;
  28. if (b != null && b.Length > 0)
  29. {
  30. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling);
  31. }
  32. else
  33. {
  34. if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
  35. {
  36. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
  37. }
  38. }
  39. }
  40. }
  41. }
  42. }