| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859 | using Common.Utility.CombatEvent;using Core.Utility;using Fort23.Core;using GameLogic.Combat.Skill;using UnityEngine;namespace GameLogic.Combat.Hero.State{    public class MagicWeaponAttState : CombatHeroStateBasic    {        private CombatMagicWeaponEntity myCombatMagicWeaponEntity;        public MagicWeaponAttState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)        {            myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;        }        /// <summary>        /// 开始攻击        /// </summary>        protected override void ProEnter()        {            if (myCombatMagicWeaponEntity.CombatHeroSkillControl.allSkill.Count <= 0)            {                Finish();                return;            }            SkillBasic skillBasic = myCombatMagicWeaponEntity.CombatHeroSkillControl.allSkill[0];            if (skillBasic == null)            {                Finish();                return;            }            skillBasic.SetSkillFinishCallBack(delegate(SkillBasic sb) { Finish(); });            skillBasic.UseSkill();        }        private void Finish()        {            HeroDieEventData heroDieEventData = HeroDieEventData.Create();            heroDieEventData.combatHeroEntity = myCombatMagicWeaponEntity;            CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,                heroDieEventData);            myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);        }        private void SetTargetPos()        {        }        protected override void ProExit()        {        }    }}
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