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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using Common.Utility.CombatEvent;
 
- using Fort23.Core;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero.State;
 
- using UnityEngine;
 
- namespace GameLogic.Combat.Hero
 
- {
 
-     public class MagicWeaponIdleState : CombatHeroStateBasic
 
-     {
 
-         private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
 
-         private Vector3 startPos;
 
-         private Vector3 endPos;
 
-         private float _addTime;
 
-         private float _currTime;
 
-         private float _awaitTime;
 
-         public MagicWeaponIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
 
-         {
 
-             myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
 
-         }
 
-         protected override void ProEnter()
 
-         {
 
-             TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
 
-                 combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("run");
 
-             _awaitTime = 1.0f;
 
-          
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             if (myCombatMagicWeaponEntity.MagicWeaponCollisionId >= 0)
 
-             {
 
-                 MagicWeaponCollisionInfo nMagicWeaponCollisionInfo =
 
-                     CombatController.currActiveCombat.MagicWeaponCombatSence.FindMagicWeaponCollisionInfo(
 
-                         myCombatMagicWeaponEntity.MagicWeaponCollisionId);
 
-                 if (!nMagicWeaponCollisionInfo.a.isCombatState || !nMagicWeaponCollisionInfo.b.isCombatState)
 
-                 {
 
-                     // Quaternion newQuaternion = Quaternion.identity;
 
-                     //
 
-                     // myCombatMagicWeaponEntity.GameObject.transform.rotation = Quaternion.RotateTowards(
 
-                     //     myCombatMagicWeaponEntity.GameObject.transform.rotation,
 
-                     //     newQuaternion, 5);
 
-                 }
 
-                 // else
 
-                 // {
 
-                 //     myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
 
-                 // }
 
-                 return;
 
-             }
 
-             else
 
-             {
 
-                 myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
 
-             }
 
-         }
 
-         protected override void ProExit()
 
-         {
 
-         }
 
-         public override bool IsUpdateLockTarget()
 
-         {
 
-             return false;
 
-         }
 
-         protected override void ProDispose()
 
-         {
 
-         }
 
-     }
 
- }
 
 
  |