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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using Core.State;
 
- using Fort23.Core;
 
- using Fort23.UTool;
 
- using GameLogic.Combat.CombatTool;
 
- using UnityEngine;
 
- namespace GameLogic.Combat.Hero.State
 
- {
 
-     public class MagicWeaponPingDouState : CombatHeroStateBasic
 
-     {
 
-         public class MagicWeaponPingDouData : CObject, IStateEnterData
 
-         {
 
-             public CombatMagicWeaponEntity target;
 
-             public override void ActiveObj()
 
-             {
 
-             }
 
-             public override void DormancyObj()
 
-             {
 
-             }
 
-         }
 
-         private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
 
-         private Vector3 startPos;
 
-         private Vector3 endPos;
 
-         private float _addTime;
 
-         private float _currTime;
 
-         private MagicWeaponPingDouData _magicWeaponPingDouData;
 
-      
 
-         private ParticleSystemPool _particleSystemPool2;
 
-         private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
 
-         public MagicWeaponPingDouState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
 
-         {
 
-             myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
 
-         }
 
-         protected override void ProEnter()
 
-         {
 
-              timeLineEventLogicGroup =
 
-                 combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("pengzhuang");
 
-             // _awaitTime = 1.0f;
 
-             // 
 
-             // CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_对拼气罩_loop",
 
-             //     myCombatMagicWeaponEntity.dotPos, null, false, null, delegate(ParticleSystemPool particleSystemPool)
 
-             //     {
 
-             //         particleSystemPool.transform.rotation =
 
-             //             myCombatMagicWeaponEntity.GameObject.transform.rotation;
 
-             //         _particleSystemPool1= particleSystemPool;
 
-             //     });
 
-           
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-         }
 
-         protected override void ProExit()
 
-         {
 
-             timeLineEventLogicGroup?.CloseLoopFx();
 
-     
 
-         }
 
-         public override bool IsUpdateLockTarget()
 
-         {
 
-             return false;
 
-         }
 
-         protected override void ProDispose()
 
-         {
 
-         }
 
-     }
 
- }
 
 
  |