MagicWeaponChuChangState.cs 3.6 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.CombatTool;
  3. using UnityEngine;
  4. using Utility.CTween;
  5. namespace GameLogic.Combat.Hero.State
  6. {
  7. public class MagicWeaponChuChangState : CombatHeroStateBasic
  8. {
  9. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  10. private Vector3 startPos;
  11. private Vector3 endPos;
  12. private float _addTime;
  13. private float _currTime;
  14. private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
  15. private bool isUpdate;
  16. public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  17. {
  18. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  19. }
  20. protected override void ProEnter()
  21. {
  22. myCombatMagicWeaponEntity.CloseLoopFx();
  23. timeLineEventLogicGroup =
  24. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
  25. myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
  26. myCombatMagicWeaponEntity.GameObject.transform.localScale = Vector3.one;
  27. myCombatMagicWeaponEntity.GameObject.transform.rotation = myCombatMagicWeaponEntity.MagicWeaponControl
  28. .combatHeroEntity.GameObject.transform.rotation;
  29. myCombatMagicWeaponEntity.GameObject.SetActive(true);
  30. startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
  31. float y = myCombatMagicWeaponEntity.IsEnemy ? 5: 5;
  32. float x = myCombatMagicWeaponEntity.useIndex*1.5f;
  33. endPos = startPos + new Vector3(x-3, y, 0);
  34. _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopSpeed);
  35. _currTime = 0;
  36. isUpdate = true;
  37. }
  38. protected override void ProUpdate(float t)
  39. {
  40. if (!isUpdate)
  41. {
  42. return;
  43. }
  44. _currTime += t * _addTime;
  45. Vector3 pos = Vector3.Lerp(startPos, endPos, _currTime);
  46. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
  47. if (_currTime >= 1)
  48. {
  49. isUpdate = false;
  50. if (timeLineEventLogicGroup != null)
  51. {
  52. timeLineEventLogicGroup.CloseLoopFx();
  53. }
  54. // myCombatMagicWeaponEntity.GameObject.SetActive(true);
  55. timeLineEventLogicGroup =
  56. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
  57. if (timeLineEventLogicGroup != null)
  58. {
  59. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
  60. {
  61. timeLineEventLogicGroup.CloseLoopFx();
  62. myCombatMagicWeaponEntity.isCombatState = true;
  63. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  64. };
  65. }
  66. else
  67. {
  68. myCombatMagicWeaponEntity.isCombatState = true;
  69. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  70. }
  71. }
  72. }
  73. protected override void ProExit()
  74. {
  75. timeLineEventLogicGroup?.BreakTimeLine(myCombatMagicWeaponEntity);
  76. timeLineEventLogicGroup = null;
  77. }
  78. public override bool IsUpdateLockTarget()
  79. {
  80. return false;
  81. }
  82. protected override void ProDispose()
  83. {
  84. }
  85. }
  86. }