1234567891011121314151617181920212223242526272829303132333435363738394041424344454647 |
- using UnityEngine;
- namespace GameLogic.Combat.Hero.State
- {
- public class CombatHeroIdleState : CombatHeroStateBasic
- {
-
- public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
-
- }
- protected override void ProEnter()
- {
- combatHeroEntity.combatHeroAnimtion.Play("idle");
- }
- protected override void ProUpdate(float t)
- {
- if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
- {
- return;
- }
- Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
- Vector3 myPos = combatHeroEntity.dotPos;
- if (Vector3.SqrMagnitude(targetPos - myPos) > combatHeroEntity.CurrCombatHeroInfo.maxDisTo)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
- }
- else
- {
- GameObject[] b = combatHeroEntity.CombatAIBasic.AreaList;
- if (b != null && b.Length > 0)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling);
- }
- else
- {
- if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
- }
- }
- }
- }
- }
- }
|