MagicWeaponChuChangState.cs 3.4 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.CombatTool;
  3. using UnityEngine;
  4. namespace GameLogic.Combat.Hero.State
  5. {
  6. public class MagicWeaponChuChangState : CombatHeroStateBasic
  7. {
  8. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  9. private Vector3 startPos;
  10. private Vector3 endPos;
  11. private float _addTime;
  12. private float _currTime;
  13. private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
  14. private bool isUpdate;
  15. public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  16. {
  17. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  18. }
  19. protected override void ProEnter()
  20. {
  21. myCombatMagicWeaponEntity.CloseLoopFx();
  22. timeLineEventLogicGroup =
  23. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
  24. myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
  25. myCombatMagicWeaponEntity.GameObject.transform.localScale = Vector3.one;
  26. myCombatMagicWeaponEntity.GameObject.SetActive(true);
  27. startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
  28. float y = myCombatMagicWeaponEntity.IsEnemy ? 5: 5;
  29. float x = myCombatMagicWeaponEntity.useIndex*1.5f;
  30. endPos = startPos + new Vector3(x-3, y, 0);
  31. _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / 6);
  32. _currTime = 0;
  33. isUpdate = true;
  34. }
  35. protected override void ProUpdate(float t)
  36. {
  37. if (!isUpdate)
  38. {
  39. return;
  40. }
  41. _currTime += t * _addTime;
  42. Vector3 pos = Vector3.Lerp(startPos, endPos, _currTime);
  43. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
  44. if (_currTime >= 1)
  45. {
  46. isUpdate = false;
  47. if (timeLineEventLogicGroup != null)
  48. {
  49. timeLineEventLogicGroup.CloseLoopFx();
  50. }
  51. // myCombatMagicWeaponEntity.GameObject.SetActive(true);
  52. timeLineEventLogicGroup =
  53. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
  54. if (timeLineEventLogicGroup != null)
  55. {
  56. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
  57. {
  58. timeLineEventLogicGroup.CloseLoopFx();
  59. myCombatMagicWeaponEntity.isCombatState = true;
  60. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  61. };
  62. }
  63. else
  64. {
  65. myCombatMagicWeaponEntity.isCombatState = true;
  66. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  67. }
  68. }
  69. }
  70. protected override void ProExit()
  71. {
  72. timeLineEventLogicGroup?.BreakTimeLine(myCombatMagicWeaponEntity);
  73. timeLineEventLogicGroup = null;
  74. }
  75. public override bool IsUpdateLockTarget()
  76. {
  77. return false;
  78. }
  79. protected override void ProDispose()
  80. {
  81. }
  82. }
  83. }