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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using Common.Utility.CombatEvent;
 
- using Fort23.Core;
 
- using GameLogic.Combat.CombatTool;
 
- namespace GameLogic.Combat.Hero.State
 
- {
 
-     /// <summary>
 
-     /// 英雄的休眠状态
 
-     /// </summary>
 
-     public class CombatHeroXiuMianState : CombatHeroStateBasic
 
-     {
 
-         private TimerEntity _timerEntity;
 
-         public CombatHeroXiuMianState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
 
-         {
 
-         }
 
-         protected override void ProEnter()
 
-         {
 
-             // if (!combatHeroEntity.IsEnemy)
 
-             // {
 
-                 combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
 
-                 return;
 
-             // }
 
-            
 
-         }
 
-         protected void FinishTimeLine()
 
-         {
 
-             if (CombatController.currActiveCombat.CombatTypeBasic.isActiveCombat)
 
-             {
 
-                 ActiveHero();
 
-             }
 
-         }
 
-         protected void ActiveHero()
 
-         {
 
-             _timerEntity = TimerComponent.Instance.AddTimer(CombatCalculateTool.Instance.GetOdd(0, 300),
 
-                 delegate
 
-                 {
 
-                     _timerEntity = null;
 
-                     combatHeroEntity.GameObject.SetActive(true);
 
-                     combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active);
 
-                 });
 
-         }
 
-         private void ActiveCombat(IEventData eventData)
 
-         {
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
 
-             ActiveHero();
 
-         }
 
-         protected override void ProExit()
 
-         {
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
 
-         }
 
-         public override bool IsUpdateLockTarget()
 
-         {
 
-             return false;
 
-         }
 
-         protected override void ProDispose()
 
-         {
 
-             TimerComponent.Instance.Remove(_timerEntity);
 
-             CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
 
-         }
 
-     }
 
- }
 
 
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