CombatHeroIdleState.cs 2.3 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364
  1. using UnityEngine;
  2. namespace GameLogic.Combat.Hero.State
  3. {
  4. public class CombatHeroIdleState : CombatHeroStateBasic
  5. {
  6. public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  7. {
  8. }
  9. protected override void ProEnter()
  10. {
  11. combatHeroEntity.combatHeroAnimtion.Play("idle");
  12. }
  13. protected override void ProUpdate(float t)
  14. {
  15. if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  16. {
  17. return;
  18. }
  19. Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
  20. Vector3 myPos = combatHeroEntity.dotPos;
  21. if (Vector3.SqrMagnitude(targetPos - myPos) > combatHeroEntity.CurrCombatHeroInfo.maxDisTo)
  22. {
  23. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
  24. }
  25. else
  26. {
  27. GameObject[] b = combatHeroEntity.CombatAIBasic.AreaList;
  28. if (b != null && b.Length > 0)
  29. {
  30. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling);
  31. }
  32. else
  33. {
  34. Vector3 nextPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
  35. Vector3 p = nextPos - combatHeroEntity.dotPos;
  36. if (p.sqrMagnitude > 0.00001)
  37. {
  38. float dot = Vector3.Dot(p.normalized, combatHeroEntity.combatHeroGameObject.transform.forward);
  39. if (dot < 0.95f)
  40. {
  41. Quaternion.LookRotation(p.normalized);
  42. combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  43. combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized),
  44. 0.5f);
  45. return;
  46. }
  47. }
  48. if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
  49. {
  50. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
  51. }
  52. }
  53. }
  54. }
  55. }
  56. }