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							- using GameLogic.Combat.CombatTool;
 
- using UnityEngine;
 
- namespace GameLogic.Combat.Hero.State
 
- {
 
-     public class CombatHeroFollowIdleState : CombatHeroStateBasic
 
-     {
 
-         public CombatHeroFollowIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
 
-         {
 
-         }
 
-         protected override void ProEnter()
 
-         {
 
-             combatHeroEntity.combatHeroAnimtion.Play("idle");
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             Vector3 targetPos = CombatController.currActiveCombat.CombatHeroController.GetFollowPos(combatHeroEntity);
 
-             Vector3 myPos = combatHeroEntity.dotPos;
 
-             if (Vector3.SqrMagnitude(targetPos - myPos) > 0.5f)
 
-             {
 
-                 combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.followMove);
 
-             }
 
-             // else
 
-             // {
 
-             //     GameObject[] b = combatHeroEntity.CombatAIBasic.AreaList;
 
-             //     if (b != null && b.Length > 0)
 
-             //     {
 
-             //         combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling);
 
-             //     }
 
-             //     else
 
-             //     {
 
-             //         if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
 
-             //         {
 
-             //             combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
 
-             //         }
 
-             //     }
 
-             // }
 
-         }
 
-     }
 
- }
 
 
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