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- using System;
- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using CombatLibrary.CombatLibrary.CombatCore.Utility;
- using Fort23.UTool;
- using Unity.AI.Navigation;
- using UnityEngine;
- using UnityEngine.AI;
- namespace GameLogic.Combat.Hero.State
- {
- public class CombatHeroRollingState : CombatHeroStateBasic
- {
- protected float speed = 3;
- protected float dis = 2;
- private float _currTime;
- private Vector3 targetPos;
- private Vector3 startPos;
- protected ACurve ACurve;
- public CombatHeroRollingState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- protected override void ProEnter()
- {
- combatHeroEntity.combatHeroAnimtion.Play("idle");
- TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
- combatHeroEntity.combatHeroTimeLineControl.TimeLineData
- .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("fangun1", null);
- try
- {
- timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
- timeLineEventLogicGroup.TimeLineUpdateEnd= delegate
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- };
- combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
- }
- catch (Exception e)
- {
- LogTool.Error(e);
- }
- ACurve= combatHeroEntity.combatHeroTimeLineControl.TimeLineData.GetTimeLineEventACurve("fangun1", "fangun", null);
- startPos = combatHeroEntity.dotPos;
- targetPos = startPos + combatHeroEntity.combatHeroGameObject.rotation * new Vector3(0, 0, -dis);
- _currTime = 0;
- }
- protected override void ProUpdate(float t)
- {
- // _currTime += t * speed;
- // // Vector3 moveToTarget = Vector3.Lerp(startPos, targetPos, ACurve.Evaluate(_currTime));
- // //
- // //
- // // combatHeroEntity.CombatAIBasic.NavMeshAgent.Raycast(moveToTarget, out NavMeshHit hit);
- // // if (!hit.hit)
- // // {
- // // combatHeroEntity.combatHeroGameObject.SetPosition(moveToTarget);
- // // }
- //
- // if (_currTime >= 1)
- // {
- //
- // return;
- // }
- }
- }
- }
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