CombatSceneSwitchState.cs 3.5 KB

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  1. using Excel2Json;
  2. using Fort23.Core;
  3. using Fort23.UTool;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Hero;
  6. using UnityEngine;
  7. namespace GameLogic.Combat.CombatState
  8. {
  9. public class CombatSceneSwitchState : CombatStateBasic
  10. {
  11. private Vector3 dir;
  12. private Vector3 moveTargetDir;
  13. private float currTime;
  14. private int state;
  15. private Vector3 startPos;
  16. private Vector3 startEulerAngles;
  17. public CombatSceneSwitchState(CombatController combatController) : base(combatController)
  18. {
  19. }
  20. protected override void ProEnter()
  21. {
  22. CombatController.CombatCameraControllder.isStop = true;
  23. CombatController.IsFightState = false;
  24. CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
  25. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  26. if (playerHeroEntity != null)
  27. {
  28. playerHeroEntity.PlayAnim(CombatHeroStateType.idle, true, 0, false, 1);
  29. CombatController.MagicWeaponCombatSence.CloseSecene();
  30. }
  31. startPos = playerHeroEntity.GameObject.transform.position;
  32. startEulerAngles = playerHeroEntity.GameObject.transform.rotation.eulerAngles;
  33. // CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  34. Vector3 target = playerHeroEntity.GameObject.transform.TransformPoint(new Vector3(1, 2, 1));
  35. moveTargetDir = (target - playerHeroEntity.GameObject.transform.forward).normalized;
  36. currTime = 0;
  37. state = 0;
  38. }
  39. protected override void ProUpdate(float t)
  40. {
  41. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  42. if (playerHeroEntity == null)
  43. {
  44. return;
  45. }
  46. currTime += t;
  47. if (currTime > 3 && state == 0)
  48. {
  49. state = 1;
  50. EventManager.Instance.Dispatch(CustomEventType.ShowLoadingUI, null);
  51. InitScenes();
  52. currTime = 0;
  53. }
  54. if (state == 2)
  55. {
  56. return;
  57. }
  58. Vector3 pos = playerHeroEntity.dotPos;
  59. Vector3 currDir = Vector3.Lerp(playerHeroEntity.GameObject.transform.forward, moveTargetDir, 0.3f);
  60. pos += currDir.normalized * 15 * t;
  61. playerHeroEntity.combatHeroGameObject.SetPosition(pos);
  62. playerHeroEntity.GameObject.transform.rotation =
  63. Quaternion.LookRotation(new Vector3(currDir.x, 0, currDir.z));
  64. }
  65. private async void InitScenes()
  66. {
  67. await TimerComponent.Instance.WaitAsync(600);
  68. state = 2;
  69. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
  70. playerHeroEntity.GameObject.transform.position = startPos;
  71. playerHeroEntity.GameObject.transform.rotation = Quaternion.Euler(startEulerAngles);
  72. SmallPlacesConfig smallPlacesConfig =
  73. ConfigComponent.Instance.Get<SmallPlacesConfig>(PlayerManager.Instance.CurrentsmallPlaces.id);
  74. await CombatController.CombatSenceController.InitScenes(smallPlacesConfig.scencName);
  75. EventManager.Instance.Dispatch(CustomEventType.CloseLoadingUI, null);
  76. CombatController.CombatCameraControllder.isStop = false;
  77. CombatController.ChangeState(CombatController.fight);
  78. }
  79. }
  80. }