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							- using Common.Utility.CombatEvent;
 
- using Core.Audio;
 
- using Core.Utility;
 
- using Fort23.Core;
 
- using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;
 
- using UnityEngine;
 
- using Utility.CTween;
 
- namespace GameLogic.Combat.Skill.MagicSkill
 
- {
 
-     public class StraightLineShow : MagicAttShowBasic
 
-     {
 
-         private BesselPath _besselPath;
 
-         private float allTime;
 
-         // private float speed = 15;
 
-         private float addTime;
 
-         protected override void ProSetInfo()
 
-         {
 
-             _besselPath = CObjectPool.Instance.Fetch<BesselPath>();
 
-             _skillBasic.CombatHeroEntity.GameObject.transform.eulerAngles = Vector3.zero;
 
-             Vector3 p1 =
 
-                 _skillBasic.CombatHeroEntity.GameObject.transform.TransformPoint(new Vector3(-5f, 5f, 5f));
 
-             Vector3 p2 = SetTargetPos2();
 
-             _besselPath.controlPoints.Add(_skillBasic.CombatHeroEntity.GameObject.transform.position);
 
-             _besselPath.controlPoints.Add(p1);
 
-             _besselPath.controlPoints.Add(p2);
 
-             _besselPath.controlPoints.Add(target.GetSpecialDotInfo("hitpos").GetWorlPos());
 
-             float d = _besselPath.GetLengthAtT(allTime);
 
-             AudioManager.Instance.PlayAudio("fbfeixing.wav");
 
-             addTime = 1.0f / (d /  CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopEnemySpeed);
 
-             allTime = 0;
 
-         }
 
-         protected Vector3 SetTargetPos2()
 
-         {
 
-             Vector3 p2 = target.GameObject.transform.TransformPoint(new Vector3(-5f, 1f, 5f));
 
-             return p2;
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             Vector3 p2 = SetTargetPos2();
 
-             _besselPath.controlPoints[2] = p2;
 
-             _besselPath.controlPoints[3] = target.dotPos;
 
-             allTime += t * addTime;
 
-             float v = CustomTweenManager.AnimationCurveLibrary.fabaoAtt.Evaluate(allTime);
 
-             Vector3 lasetPos = _besselPath.CalculatePoint(v - 0.01f);
 
-             Vector3 p = _besselPath.CalculatePoint(v);
 
-             _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 (allTime >= 1)
 
-             {
 
-                 isUpdate = false;
 
-                 callBack?.Invoke();
 
-             }
 
-         }
 
-     }
 
- }
 
 
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