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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.playerHeroEntity;
 
-             if (playerHeroEntity != null)
 
-             {
 
-                 playerHeroEntity.PlayAnim(CombatHeroStateType.idle, true, 0, false, 1);
 
-                 CombatController.MagicWeaponCombatSence.CloseSecene();
 
-             }
 
-             CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(60,3);
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             CombatController.CombatCameraControllder.Update(t);
 
-         }
 
-     }
 
- }
 
 
  |