CombatHeroIdleState.cs 2.3 KB

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  1. using UnityEngine;
  2. using UnityEngine.AI;
  3. namespace GameLogic.Combat.Hero.State
  4. {
  5. public class CombatHeroIdleState : CombatHeroStateBasic
  6. {
  7. public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  8. {
  9. }
  10. protected override void ProEnter()
  11. {
  12. combatHeroEntity.combatHeroAnimtion.Play("idle");
  13. }
  14. protected override void ProUpdate(float t)
  15. {
  16. if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  17. {
  18. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
  19. return;
  20. }
  21. Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
  22. Vector3 myPos = combatHeroEntity.dotPos;
  23. float dis = combatHeroEntity.CurrCombatHeroInfo.maxDisTo;
  24. if (combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  25. {
  26. dis = 1;
  27. }
  28. if (Vector3.SqrMagnitude(targetPos - myPos) >dis)
  29. {
  30. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
  31. }
  32. else
  33. {
  34. {
  35. Vector3 nextPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
  36. Vector3 p = nextPos - combatHeroEntity.dotPos;
  37. if (p.sqrMagnitude > 0.00001)
  38. {
  39. float dot = Vector3.Dot(p.normalized, combatHeroEntity.combatHeroGameObject.transform.forward);
  40. if (dot < 0.95f)
  41. {
  42. Quaternion.LookRotation(p.normalized);
  43. combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  44. combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized),
  45. 0.5f);
  46. return;
  47. }
  48. }
  49. if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
  50. {
  51. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
  52. }
  53. }
  54. }
  55. }
  56. }
  57. }