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							- using System.Collections;
 
- using System.Collections.Generic;
 
- using Common.Combat.FxAILogic;
 
- using UnityEngine;
 
- public class S1101_FxLogic : FxParabolaBulletLogic
 
- {
 
-     // public float move101Speed=
 
-     private int moveState = 0;
 
-     private Vector3 moveStateOneStartPos;
 
-     protected float moveStateTime;
 
-     protected override void ProInit()
 
-     {
 
-         moveState = 0;
 
-         moveStateTime = 0;
 
-         base.ProInit();
 
-         CombatHeroEntity combatHeroEntity = TimeLineEventParticleLogicBasic.castEntity as CombatHeroEntity;
 
-         moveStateOneStartPos = combatHeroEntity.GetSpecialDotInfo("hitpos").GetWorlPos();
 
-     }
 
-     public override void CombatUpdate(float time)
 
-     {
 
-         if (!_isUpdateBasic)
 
-         {
 
-             return;
 
-         }
 
-         if (moveState == 0)
 
-         {
 
-             moveStateTime += time * 6;
 
-             Vector3 newPos = Vector3.Lerp(moveStateOneStartPos, startPos, moveStateTime);
 
-             moveTarget.transform.position = newPos;
 
-             if (moveStateTime >= 1)
 
-             {
 
-                 moveState = 1;
 
-             }
 
-         }
 
-         else
 
-         {
 
-             base.CombatUpdate(time);
 
-         }
 
-     }
 
- }
 
 
  |