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							- using System;
 
- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using CombatLibrary.CombatLibrary.CombatCore.Utility;
 
- using Fort23.UTool;
 
- using Unity.AI.Navigation;
 
- using UnityEngine;
 
- using UnityEngine.AI;
 
- namespace GameLogic.Combat.Hero.State
 
- {
 
-     public class CombatHeroRollingState : CombatHeroStateBasic
 
-     {
 
-         protected float speed = 3;
 
-         protected float dis = 2;
 
-         private float _currTime;
 
-         private Vector3 targetPos;
 
-         private Vector3 startPos;
 
-         protected ACurve ACurve;
 
-         public CombatHeroRollingState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
 
-         {
 
-         }
 
-         protected override void ProEnter()
 
-         {
 
-             combatHeroEntity.combatHeroAnimtion.Play("idle");
 
-             TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
 
-                 combatHeroEntity.combatHeroTimeLineControl.TimeLineData
 
-                     .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("fangun1", null);
 
-             try
 
-             {
 
-                 timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
 
-                 timeLineEventLogicGroup.TimeLineUpdateEnd= delegate
 
-                 {
 
-                     combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
 
-                 };
 
-                 combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
 
-             }
 
-             catch (Exception e)
 
-             {
 
-                 LogTool.Error(e);
 
-             }
 
-             ACurve=   combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventACurve("fangun1", "fangun", null);
 
-             startPos = combatHeroEntity.dotPos;
 
-             targetPos = startPos + combatHeroEntity.combatHeroGameObject.rotation * new Vector3(0, 0, -dis);
 
-             _currTime = 0;
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             // _currTime += t * speed;
 
-             // // Vector3 moveToTarget = Vector3.Lerp(startPos, targetPos, ACurve.Evaluate(_currTime));
 
-             // //
 
-             // //
 
-             // // combatHeroEntity.CombatAIBasic.NavMeshAgent.Raycast(moveToTarget, out NavMeshHit hit);
 
-             // // if (!hit.hit)
 
-             // // {
 
-             // //     combatHeroEntity.combatHeroGameObject.SetPosition(moveToTarget);
 
-             // // }
 
-             //
 
-             // if (_currTime >= 1)
 
-             // {
 
-             //    
 
-             //     return;
 
-             // }
 
-         }
 
-     }
 
- }
 
 
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