| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using Core.State;using Fort23.Core;using Fort23.UTool;using GameLogic.Combat.CombatTool;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;             private ParticleSystemPool _particleSystemPool2;        private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;        public MagicWeaponPingDouState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)        {            myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;        }        protected override void ProEnter()        {             timeLineEventLogicGroup =                combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("pengzhuang");            // _awaitTime = 1.0f;            //             // CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_对拼气罩_loop",            //     myCombatMagicWeaponEntity.dotPos, null, false, null, delegate(ParticleSystemPool particleSystemPool)            //     {            //         particleSystemPool.transform.rotation =            //             myCombatMagicWeaponEntity.GameObject.transform.rotation;            //         _particleSystemPool1= particleSystemPool;            //     });                  }        protected override void ProUpdate(float t)        {        }        protected override void ProExit()        {            timeLineEventLogicGroup?.CloseLoopFx();            }        public override bool IsUpdateLockTarget()        {            return false;        }        protected override void ProDispose()        {        }    }}
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