CombatHeroRollingState.cs 3.2 KB

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  1. using System;
  2. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  3. using CombatLibrary.CombatLibrary.CombatCore.Utility;
  4. using Core.State;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using Unity.AI.Navigation;
  8. using UnityEngine;
  9. using UnityEngine.AI;
  10. namespace GameLogic.Combat.Hero.State
  11. {
  12. public class CombatHeroRollingState : CombatHeroStateBasic
  13. {
  14. public class RollingStateData : CObject, IStateEnterData
  15. {
  16. public Vector3 dir;
  17. public override void ActiveObj()
  18. {
  19. }
  20. public override void DormancyObj()
  21. {
  22. }
  23. }
  24. protected float speed = 1.3f;
  25. protected float dis = 3;
  26. private float _currTime;
  27. private Vector3 targetPos;
  28. private Vector3 startPos;
  29. protected ACurve ACurve;
  30. private RollingStateData _rollingStateData;
  31. public CombatHeroRollingState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  32. {
  33. }
  34. public override bool IsUpdateLockTarget()
  35. {
  36. return false;
  37. }
  38. protected override void ProEnter()
  39. {
  40. _rollingStateData = iStateEnterData as RollingStateData;
  41. combatHeroEntity.combatHeroAnimtion.Play("idle");
  42. TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
  43. combatHeroEntity.combatHeroTimeLineControl.TimeLineData
  44. .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("fangun1", null);
  45. try
  46. {
  47. timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
  48. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate { };
  49. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
  50. }
  51. catch (Exception e)
  52. {
  53. LogTool.Error(e);
  54. }
  55. ACurve = combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventACurve("fangun1", "fangun",
  56. null);
  57. Vector3 dir = combatHeroEntity.faceDir;
  58. if (_rollingStateData != null)
  59. {
  60. dir = _rollingStateData.dir;
  61. }
  62. combatHeroEntity.GameObject.transform.rotation.SetLookRotation(dir);
  63. startPos = combatHeroEntity.dotPos;
  64. targetPos = startPos + dir * -dis;
  65. _currTime = 0;
  66. }
  67. protected override void ProExit()
  68. {
  69. CObjectPool.Instance.Recycle(_rollingStateData);
  70. _rollingStateData = null;
  71. }
  72. protected override void ProUpdate(float t)
  73. {
  74. _currTime += t * speed;
  75. Vector3 moveToTarget = Vector3.Lerp(startPos, targetPos, ACurve.Evaluate(_currTime));
  76. combatHeroEntity.CombatAIBasic.NavMeshAgent.Raycast(moveToTarget, out NavMeshHit hit);
  77. if (!hit.hit)
  78. {
  79. combatHeroEntity.combatHeroGameObject.SetPosition(moveToTarget);
  80. }
  81. if (_currTime >= 1)
  82. {
  83. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  84. return;
  85. }
  86. }
  87. }
  88. }