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- using System.Collections.Generic;
- using Common.Combat.FxAILogic;
- using Core.Triiger;
- using Fort23.Core;
- using UnityEngine;
- using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
- namespace GameLogic.Combat.Skill.MagicSkill
- {
- public class S3401FxMove : CObject
- {
- public Vector3 endPos;
- public FxAILogicBasic fxAILogicBasic;
- public float moveSpeed = 8;
- private System.Action finishCallBack;
- private bool isUpdate;
- public void InitActive(System.Action finishCallBack)
- {
- this.finishCallBack = finishCallBack;
- isUpdate = true;
- }
- public override void ActiveObj()
- {
- }
- public override void DormancyObj()
- {
- fxAILogicBasic = null;
- isUpdate = false;
- }
- public void Update(float t)
- {
- if (!isUpdate)
- {
- return;
- }
- Vector3 pos = fxAILogicBasic.gameObject.transform.position;
- Vector3 dir = endPos - pos;
- float distance = dir.magnitude;
- float addT = 1.0f / (distance / moveSpeed);
- float moveTime = t * addT;
- Vector3 d = Vector3.Lerp(pos, endPos, moveTime);
- fxAILogicBasic.gameObject.transform.position = d;
- if (moveTime >= 1)
- {
- fxAILogicBasic.Dispose();
- finishCallBack?.Invoke();
- }
- }
- }
- /// <summary>
- /// 宝塔在英雄的头顶前往位置旋转,形成一个扇形区域,敌人的功法如果进入这个扇形区域有很大的概率被法宝吸收
- ///(飞到玩家头顶持续施法)
- /// 100%吸收,切吸收后临时增加玩家对于吸收功法的灵根
- /// </summary>
- public class S3401 : MagicSkillBasic
- {
- private List<S3401FxMove> _currTriggerFx = new List<S3401FxMove>();
- private float _currTime;
- private bool _isUpdae;
- protected override void ProMagicUseSkill()
- {
- }
- protected override void MagicSkillUpdate(float time)
- {
- if (!_isUpdae)
- {
- return;
- }
- _currTime += time;
- for (int i = 0; i < _currTriggerFx.Count; i++)
- {
- S3401FxMove fxMove = _currTriggerFx[i];
- fxMove.Update(time);
- }
- }
- protected override void ProSkillPlayFinish()
- {
- _isUpdae = false;
- for (int i = 0; i < _currTriggerFx.Count; i++)
- {
- S3401FxMove fxMove = _currTriggerFx[i];
- CObjectPool.Instance.Recycle(fxMove);
- }
- _currTriggerFx.Clear();
- }
- private void OnTriggerExitEvent(Collider collider, ITriggerEntity triggerEntity)
- {
- if (triggerEntity == null)
- {
- return;
- }
- FxAILogicBasic fxAILogicBasic = triggerEntity as FxAILogicBasic;
- if (fxAILogicBasic != null && fxAILogicBasic.CombatHeroEntity.IsEnemy != CombatHeroEntity.IsEnemy)
- {
- fxAILogicBasic.isNotMove = true;
- S3401FxMove fxMove = CObjectPool.Instance.Fetch<S3401FxMove>();
- fxMove.fxAILogicBasic = fxAILogicBasic;
- fxMove.InitActive(null);
- _currTriggerFx.Add(fxMove);
- }
- }
- }
- }
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