| 123456789101112131415161718192021222324252627282930313233343536373839404142434445 | using System.Collections;using System.Collections.Generic;using Common.Combat.FxAILogic;using UnityEngine;public class S1101_FxLogic : FxParabolaBulletLogic{    // public float move101Speed=    private int moveState = 0;    private Vector3 moveStateOneStartPos;    protected float moveStateTime;    protected override void ProInit()    {        moveState = 0;        moveStateTime = 0;        base.ProInit();        CombatHeroEntity combatHeroEntity = TimeLineEventParticleLogicBasic.castEntity as CombatHeroEntity;        moveStateOneStartPos = combatHeroEntity.GetSpecialDotInfo("hitpos").GetWorlPos();    }    public override void CombatUpdate(float time)    {        if (!_isUpdateBasic)        {            return;        }        if (moveState == 0)        {            moveStateTime += time * 6;            Vector3 newPos = Vector3.Lerp(moveStateOneStartPos, startPos, moveStateTime);            moveTarget.transform.position = newPos;            if (moveStateTime >= 1)            {                moveState = 1;            }        }        else        {            base.CombatUpdate(time);        }    }}
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