| 123456789101112131415161718192021222324252627282930313233343536373839404142 | using GameLogic.Combat.CombatTool;using UnityEngine;namespace GameLogic.Combat.Hero.State{    public class CombatHeroFollowIdleState : CombatHeroStateBasic    {        public CombatHeroFollowIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)        {        }        protected override void ProEnter()        {            combatHeroEntity.combatHeroAnimtion.Play("idle");        }        protected override void ProUpdate(float t)        {            Vector3 targetPos = CombatController.currActiveCombat.CombatHeroController.GetFollowPos(combatHeroEntity);            Vector3 myPos = combatHeroEntity.dotPos;            if (Vector3.SqrMagnitude(targetPos - myPos) > 0.5f)            {                combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.followMove);            }            // else            // {            //     GameObject[] b = combatHeroEntity.CombatAIBasic.AreaList;            //     if (b != null && b.Length > 0)            //     {            //         combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling);            //     }            //     else            //     {            //         if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)            //         {            //             combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);            //         }            //     }            // }        }    }}
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