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- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero.State;
- using GameLogic.Combat.Hero.SubStatus;
- namespace GameLogic.Combat.Hero
- {
- public class PlayerHeroAi : CombatAIBasic
- {
- protected override void ProInitState()
- {
- stateControl.AddState(CombatHeroStateType.idle, new PlayerHeroIdleState(_combatHeroEntity));
- stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity));
- stateControl.ChangeState(CombatHeroStateType.idle);
- }
- public override void Update(float t)
- {
- if (CombatController.currActiveCombat.isStopAi)
- {
- if (stateControl.CurrStateName.Equals(CombatHeroStateType.move))
- {
- stateControl.ChangeState(CombatHeroStateType.idle);
- }
- return;
- }
- stateControl.Update(t);
- ProUpdate();
- }
- }
- }
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