MagicWeaponChuChangState.cs 4.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109
  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Common.Utility.CombatEvent;
  3. using GameLogic.Combat.CombatTool;
  4. using UnityEngine;
  5. using Utility.CTween;
  6. namespace GameLogic.Combat.Hero.State
  7. {
  8. public class MagicWeaponChuChangState : CombatHeroStateBasic
  9. {
  10. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  11. private Vector3 startPos;
  12. private Vector3 endPos;
  13. private float _addTime;
  14. private float _currTime;
  15. private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
  16. private bool isUpdate;
  17. private int[] xOff = new int[] { 0, 1, -1, 2, -2 };
  18. public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  19. {
  20. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  21. }
  22. protected override void ProEnter()
  23. {
  24. myCombatMagicWeaponEntity.CloseLoopFx();
  25. timeLineEventLogicGroup =
  26. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
  27. myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
  28. myCombatMagicWeaponEntity.GameObject.transform.localScale = Vector3.one;
  29. myCombatMagicWeaponEntity.GameObject.transform.rotation = myCombatMagicWeaponEntity.MagicWeaponControl
  30. .combatHeroEntity.GameObject.transform.rotation;
  31. myCombatMagicWeaponEntity.GameObject.SetActive(true);
  32. startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
  33. float y = myCombatMagicWeaponEntity.IsEnemy ? 5 : 5;
  34. float x = xOff[myCombatMagicWeaponEntity.useIndex];
  35. endPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.GameObject.transform.TransformPoint(
  36. new Vector3(x, y, 0));
  37. // endPos = startPos + Vector3(x-3, y, 0);
  38. _addTime = 1.0f / (Vector3.Distance(startPos, endPos) /
  39. CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopSpeed);
  40. _currTime = 0;
  41. isUpdate = true;
  42. }
  43. protected override void ProUpdate(float t)
  44. {
  45. if (!isUpdate)
  46. {
  47. return;
  48. }
  49. _currTime += t * _addTime;
  50. Vector3 pos = Vector3.Lerp(startPos, endPos, _currTime);
  51. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
  52. if (_currTime >= 1)
  53. {
  54. isUpdate = false;
  55. if (timeLineEventLogicGroup != null)
  56. {
  57. timeLineEventLogicGroup.CloseLoopFx();
  58. }
  59. UseMagicWeaponEventData useMagicWeaponEventData = UseMagicWeaponEventData.Create();
  60. useMagicWeaponEventData.combatHeroEntity = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity;
  61. useMagicWeaponEventData.combatMagicWeaponEntity = myCombatMagicWeaponEntity;
  62. CombatEventManager.Instance.Dispatch(CombatEventType.ShowUseMagicWeaponName, useMagicWeaponEventData);
  63. // myCombatMagicWeaponEntity.GameObject.SetActive(true);
  64. timeLineEventLogicGroup =
  65. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
  66. if (timeLineEventLogicGroup != null)
  67. {
  68. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
  69. {
  70. timeLineEventLogicGroup.CloseLoopFx();
  71. myCombatMagicWeaponEntity.isCombatState = true;
  72. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  73. };
  74. }
  75. else
  76. {
  77. myCombatMagicWeaponEntity.isCombatState = true;
  78. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  79. }
  80. }
  81. }
  82. protected override void ProExit()
  83. {
  84. timeLineEventLogicGroup?.BreakTimeLine(myCombatMagicWeaponEntity);
  85. timeLineEventLogicGroup = null;
  86. }
  87. public override bool IsUpdateLockTarget()
  88. {
  89. return false;
  90. }
  91. protected override void ProDispose()
  92. {
  93. }
  94. }
  95. }