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- using UnityEngine;
- namespace GameLogic.Combat.Hero.State
- {
- public class CombatHeroIdleState : CombatHeroStateBasic
- {
- public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- protected override void ProEnter()
- {
- combatHeroEntity.combatHeroAnimtion.Play("idle");
- }
- protected override void ProUpdate(float t)
- {
- if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
- {
- return;
- }
- Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
- Vector3 myPos = combatHeroEntity.dotPos;
- float dis = combatHeroEntity.CurrCombatHeroInfo.maxDisTo;
- if (combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
- {
- dis = 1;
- }
- if (Vector3.SqrMagnitude(targetPos - myPos) >dis)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
- }
- else
- {
-
- {
- Vector3 nextPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
- Vector3 p = nextPos - combatHeroEntity.dotPos;
- if (p.sqrMagnitude > 0.00001)
- {
- float dot = Vector3.Dot(p.normalized, combatHeroEntity.combatHeroGameObject.transform.forward);
- if (dot < 0.95f)
- {
- Quaternion.LookRotation(p.normalized);
- combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
- combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized),
- 0.5f);
- return;
- }
- }
- if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
- }
- }
- }
- }
- }
- }
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