MagicWeaponChuChangState.cs 4.9 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatEvent;
  3. using Core.Audio;
  4. using GameLogic.Combat.CombatTool;
  5. using GameLogic.Combat.Skill;
  6. using UnityEngine;
  7. using Utility.CTween;
  8. namespace GameLogic.Combat.Hero.State
  9. {
  10. public class MagicWeaponChuChangState : CombatHeroStateBasic
  11. {
  12. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  13. private Vector3 startPos;
  14. private Vector3 endPos;
  15. private float _addTime;
  16. private float _currTime;
  17. private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
  18. private bool isUpdate;
  19. private int[] xOff = new int[] { 0, 1, -1, 2, -2 };
  20. public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  21. {
  22. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  23. }
  24. protected override void ProEnter()
  25. {
  26. myCombatMagicWeaponEntity.CloseLoopFx();
  27. myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
  28. myCombatMagicWeaponEntity.GameObject.transform.localScale = Vector3.one;
  29. myCombatMagicWeaponEntity.GameObject.transform.rotation = myCombatMagicWeaponEntity.RootMagicWeaponControl
  30. .combatHeroEntity.GameObject.transform.rotation;
  31. myCombatMagicWeaponEntity.GameObject.SetActive(true);
  32. startPos = myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.dotPos;
  33. float y = myCombatMagicWeaponEntity.IsEnemy ? 5 : 5;
  34. float x = xOff[myCombatMagicWeaponEntity.useIndex % xOff.Length];
  35. if (myCombatMagicWeaponEntity.CustomizeShowTarget != null)
  36. {
  37. endPos = myCombatMagicWeaponEntity.CustomizeShowTarget();
  38. }
  39. else
  40. {
  41. endPos = myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity.GameObject.transform
  42. .TransformPoint(
  43. new Vector3(x, y, 0));
  44. }
  45. // endPos = startPos + Vector3(x-3, y, 0);
  46. _addTime = 1.0f / (Vector3.Distance(startPos, endPos) /
  47. CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopSpeed);
  48. isUpdate = true;
  49. if (myCombatMagicWeaponEntity.isMagicWeaponTreasureBook)
  50. {
  51. _currTime = 1;
  52. }
  53. else
  54. {
  55. AudioManager.Instance.Play("fabaochuxian.wav",false);
  56. _currTime = 0;
  57. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
  58. }
  59. }
  60. protected override void ProUpdate(float t)
  61. {
  62. if (!isUpdate)
  63. {
  64. return;
  65. }
  66. _currTime += t * _addTime;
  67. Vector3 pos = Vector3.Lerp(startPos, endPos, _currTime);
  68. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
  69. if (_currTime >= 1)
  70. {
  71. isUpdate = false;
  72. if (timeLineEventLogicGroup != null)
  73. {
  74. timeLineEventLogicGroup.CloseLoopFx();
  75. }
  76. UseMagicWeaponEventData useMagicWeaponEventData = UseMagicWeaponEventData.Create();
  77. useMagicWeaponEventData.combatHeroEntity =
  78. myCombatMagicWeaponEntity.RootMagicWeaponControl.combatHeroEntity;
  79. useMagicWeaponEventData.combatMagicWeaponEntity = myCombatMagicWeaponEntity;
  80. CombatEventManager.Instance.Dispatch(CombatEventType.ShowUseMagicWeaponName, useMagicWeaponEventData);
  81. // myCombatMagicWeaponEntity.GameObject.SetActive(true);
  82. timeLineEventLogicGroup =
  83. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
  84. if (timeLineEventLogicGroup != null)
  85. {
  86. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
  87. {
  88. timeLineEventLogicGroup.CloseLoopFx();
  89. myCombatMagicWeaponEntity.isCombatState = true;
  90. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  91. };
  92. }
  93. else
  94. {
  95. myCombatMagicWeaponEntity.isCombatState = true;
  96. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  97. }
  98. }
  99. }
  100. protected override void ProExit()
  101. {
  102. timeLineEventLogicGroup?.BreakTimeLine(myCombatMagicWeaponEntity);
  103. timeLineEventLogicGroup = null;
  104. }
  105. public override bool IsUpdateLockTarget()
  106. {
  107. return false;
  108. }
  109. protected override void ProDispose()
  110. {
  111. }
  112. }
  113. }