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							- using UnityEngine;
 
- namespace GameLogic.Combat.Skill.MagicSkill
 
- {
 
-     public class MoveToTargetPosShow : MagicAttShowBasic
 
-     {
 
-         protected Vector3 _targetPos;
 
-         protected Vector3 _startPos;
 
-         private float _currTime;
 
-         private float _speed = 30;
 
-         private float _timeAdd;
 
-         public void SetTargetPos(Vector3 targetPos)
 
-         {
 
-             _targetPos = targetPos;
 
-             _startPos = _skillBasic.CombatHeroEntity.dotPos;
 
-             _timeAdd = 1.0f / (Vector3.Distance(_startPos, _targetPos) / _speed);
 
-             _currTime = 0;
 
-             _skillBasic.ActivationTimeLineData("run");
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             if (!isUpdate)
 
-             {
 
-                 return;
 
-             }
 
-             _currTime += t * _timeAdd;
 
-             Vector3 lasetPos = _skillBasic.CombatHeroEntity.dotPos;
 
-             Vector3 p = Vector3.Lerp(_startPos, _targetPos, _currTime);
 
-             _skillBasic.CombatHeroEntity.combatHeroGameObject.SetPosition(p);
 
-             Quaternion quaternion = Quaternion.LookRotation((p - lasetPos).normalized);
 
-             _skillBasic.CombatHeroEntity.GameObject.transform.rotation =
 
-                 Quaternion.Lerp(_skillBasic.CombatHeroEntity.GameObject.transform.rotation, quaternion, 0.5f);
 
-             if (_currTime >= 1)
 
-             {
 
-                 isUpdate = false;
 
-                 callBack?.Invoke();
 
-             }
 
-         }
 
-     }
 
- }
 
 
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