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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using Common.Utility.CombatEvent;
- using Fort23.Core;
- using GameLogic.Combat.CombatTool;
- namespace GameLogic.Combat.Hero.State
- {
- /// <summary>
- /// 英雄的休眠状态
- /// </summary>
- public class CombatHeroXiuMianState : CombatHeroStateBasic
- {
- private TimerEntity _timerEntity;
- public CombatHeroXiuMianState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- protected override void ProEnter()
- {
- // if (!combatHeroEntity.IsEnemy)
- // {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- return;
- // }
-
- }
- protected void FinishTimeLine()
- {
- if (CombatController.currActiveCombat.CombatTypeBasic.isActiveCombat)
- {
- ActiveHero();
- }
- }
- protected void ActiveHero()
- {
- _timerEntity = TimerComponent.Instance.AddTimer(CombatCalculateTool.Instance.GetOdd(0, 300),
- delegate
- {
- combatHeroEntity.GameObject.SetActive(true);
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active);
- });
- }
- private void ActiveCombat(IEventData eventData)
- {
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
- ActiveHero();
- }
- protected override void ProExit()
- {
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
- }
- public override bool IsUpdateLockTarget()
- {
- return false;
- }
- protected override void ProDispose()
- {
- TimerComponent.Instance.Remove(_timerEntity);
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
- }
- }
- }
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