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							- using Common.Utility.CombatEvent;
 
- using Core.Utility;
 
- using Fort23.Core;
 
- using GameLogic.Combat.Skill;
 
- using UnityEngine;
 
- namespace GameLogic.Combat.Hero.State
 
- {
 
-     public class MagicWeaponAttState : CombatHeroStateBasic
 
-     {
 
-         private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
 
-         public MagicWeaponAttState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
 
-         {
 
-             myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
 
-         }
 
-         /// <summary>
 
-         /// 开始攻击
 
-         /// </summary>
 
-         protected override void ProEnter()
 
-         {
 
-             if (myCombatMagicWeaponEntity.CombatHeroSkillControl.allSkill.Count <= 0)
 
-             {
 
-                 Finish();
 
-                 return;
 
-             }
 
-             SkillBasic skillBasic = myCombatMagicWeaponEntity.CombatHeroSkillControl.allSkill[0];
 
-             if (skillBasic == null)
 
-             {
 
-                 Finish();
 
-                 return;
 
-             }
 
-             skillBasic.SetSkillFinishCallBack(delegate(SkillBasic sb) { Finish(); });
 
-             skillBasic.UseSkill();
 
-         }
 
-         private void Finish()
 
-         {
 
-             HeroDieEventData heroDieEventData = HeroDieEventData.Create();
 
-             heroDieEventData.combatHeroEntity = myCombatMagicWeaponEntity;
 
-             CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
 
-                 heroDieEventData);
 
-             myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
 
-         }
 
-         private void SetTargetPos()
 
-         {
 
-         }
 
-         protected override void ProExit()
 
-         {
 
-         }
 
-     }
 
- }
 
 
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