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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using Common.Utility.CombatEvent;
- using Fort23.Core;
- using GameLogic.Combat.CombatTool;
- namespace GameLogic.Combat.Hero.State
- {
- /// <summary>
- /// 英雄的休眠状态
- /// </summary>
- public class CombatHeroXiuMianState : CombatHeroStateBasic
- {
- public CombatHeroXiuMianState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- protected override void ProEnter()
- {
- if (!combatHeroEntity.IsEnemy)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- return;
- }
- combatHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(true).IsHide = true;
- CombatEventManager.Instance.AddEventListener(CombatEventType.ActiveCombat, ActiveCombat);
- TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
- combatHeroEntity.combatHeroTimeLineControl.TimeLineData
- .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("xiumian", null);
- if (timeLineEventLogicGroup != null)
- {
- timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
- timeLineEventLogicGroup.TimeLineUpdateEnd = delegate { FinishTimeLine(); };
- combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
- }
- else
- {
- FinishTimeLine();
- }
- }
- protected void FinishTimeLine()
- {
- if (CombatController.currActiveCombat.CombatTypeBasic.isActiveCombat)
- {
- ActiveHero();
- }
- }
- protected void ActiveHero()
- {
- TimerComponent.Instance.AddTimer(CombatCalculateTool.Instance.GetOdd(0, 2000),
- delegate { combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Active); });
- }
- private void ActiveCombat(IEventData eventData)
- {
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
- ActiveHero();
- }
- protected override void ProExit()
- {
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
- }
- protected override void ProDispose()
- {
- CombatEventManager.Instance.RemoveEventListener(CombatEventType.ActiveCombat, ActiveCombat);
- }
- }
- }
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