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							- 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
 
-                 {
 
-                     Vector3 nextPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
 
-                     Vector3 p = nextPos - combatHeroEntity.dotPos;
 
-                     if (p.sqrMagnitude > 0.00001)
 
-                     {
 
-                         float dot = Vector3.Dot(p.normalized, combatHeroEntity.combatHeroGameObject.transform.forward);
 
-                         if (dot < 0.95f)
 
-                         {
 
-                             Quaternion.LookRotation(p.normalized);
 
-                             combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
 
-                                 combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized),
 
-                                 0.5f);
 
-                             return;
 
-                         }
 
-                     }
 
-                     if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
 
-                     {
 
-                         combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
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