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- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero;
- namespace GameLogic.Combat.CombatState
- {
- public class CombatIdleState : CombatStateBasic
- {
- public CombatIdleState(CombatController combatController) : base(combatController)
- {
- }
- protected override void ProEnter()
- {
- CombatController.CombatCameraControllder.isStop = false;
- CombatController.IsFightState = false;
- CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
- CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
- if (playerHeroEntity != null)
- {
- playerHeroEntity.PlayAnim(CombatHeroStateType.idle, true, 0, false, 1);
- CombatController.MagicWeaponCombatSence.CloseSecene();
- }
- }
- }
- }
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