MagicWeaponChuChangState.cs 3.5 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.CombatTool;
  3. using UnityEngine;
  4. using Utility.CTween;
  5. namespace GameLogic.Combat.Hero.State
  6. {
  7. public class MagicWeaponChuChangState : CombatHeroStateBasic
  8. {
  9. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  10. private Vector3 startPos;
  11. private Vector3 endPos;
  12. private float _addTime;
  13. private float _currTime;
  14. private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
  15. private bool isUpdate;
  16. public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  17. {
  18. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  19. }
  20. protected override void ProEnter()
  21. {
  22. myCombatMagicWeaponEntity.CloseLoopFx();
  23. timeLineEventLogicGroup =
  24. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
  25. myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
  26. myCombatMagicWeaponEntity.GameObject.transform.localScale = Vector3.one;
  27. myCombatMagicWeaponEntity.GameObject.SetActive(true);
  28. startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
  29. float y = myCombatMagicWeaponEntity.IsEnemy ? 5: 5;
  30. float x = myCombatMagicWeaponEntity.useIndex*1.5f;
  31. endPos = startPos + new Vector3(x-3, y, 0);
  32. _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopSpeed);
  33. _currTime = 0;
  34. isUpdate = true;
  35. }
  36. protected override void ProUpdate(float t)
  37. {
  38. if (!isUpdate)
  39. {
  40. return;
  41. }
  42. _currTime += t * _addTime;
  43. Vector3 pos = Vector3.Lerp(startPos, endPos, _currTime);
  44. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
  45. if (_currTime >= 1)
  46. {
  47. isUpdate = false;
  48. if (timeLineEventLogicGroup != null)
  49. {
  50. timeLineEventLogicGroup.CloseLoopFx();
  51. }
  52. // myCombatMagicWeaponEntity.GameObject.SetActive(true);
  53. timeLineEventLogicGroup =
  54. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
  55. if (timeLineEventLogicGroup != null)
  56. {
  57. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
  58. {
  59. timeLineEventLogicGroup.CloseLoopFx();
  60. myCombatMagicWeaponEntity.isCombatState = true;
  61. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  62. };
  63. }
  64. else
  65. {
  66. myCombatMagicWeaponEntity.isCombatState = true;
  67. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  68. }
  69. }
  70. }
  71. protected override void ProExit()
  72. {
  73. timeLineEventLogicGroup?.BreakTimeLine(myCombatMagicWeaponEntity);
  74. timeLineEventLogicGroup = null;
  75. }
  76. public override bool IsUpdateLockTarget()
  77. {
  78. return false;
  79. }
  80. protected override void ProDispose()
  81. {
  82. }
  83. }
  84. }