| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647 | 
							- 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)
 
-         {
 
-             // return;
 
-             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 ? 0.1f : -0.1f);
 
-             p = initPos + new Vector3(x, y, 0);
 
-             CombatHeroEntity.combatHeroGameObject.SetPosition(p);
 
-         }
 
-     }
 
- }
 
 
  |