CombatIdleState.cs 1.1 KB

123456789101112131415161718192021222324252627282930313233
  1. using GameLogic.Combat.CombatTool;
  2. using GameLogic.Combat.Hero;
  3. namespace GameLogic.Combat.CombatState
  4. {
  5. public class CombatIdleState : CombatStateBasic
  6. {
  7. public CombatIdleState(CombatController combatController) : base(combatController)
  8. {
  9. }
  10. protected override void ProEnter()
  11. {
  12. CombatController.CombatCameraControllder.isStop = false;
  13. CombatController.IsFightState = false;
  14. CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
  15. CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
  16. if (playerHeroEntity != null)
  17. {
  18. playerHeroEntity.PlayAnim(CombatHeroStateType.idle, true, 0, false, 1);
  19. CombatController.MagicWeaponCombatSence.CloseSecene();
  20. }
  21. CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(55,3);
  22. }
  23. protected override void ProUpdate(float t)
  24. {
  25. CombatController.CombatCameraControllder.Update(t);
  26. }
  27. }
  28. }