| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576 | using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;using Common.Utility.CombatEvent;using Fort23.Core;using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero.State;using UnityEngine;namespace GameLogic.Combat.Hero{    public class MagicWeaponIdleState : CombatHeroStateBasic    {        private CombatMagicWeaponEntity myCombatMagicWeaponEntity;        private Vector3 startPos;        private Vector3 endPos;        private float _addTime;        private float _currTime;        private float _awaitTime;        public MagicWeaponIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)        {            myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;        }        protected override void ProEnter()        {            TimeLineEventLogicGroupBasic timeLineEventLogicGroup =                combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("run");            _awaitTime = 1.0f;                 }        protected override void ProUpdate(float t)        {            if (myCombatMagicWeaponEntity.MagicWeaponCollisionId >= 0)            {                MagicWeaponCollisionInfo nMagicWeaponCollisionInfo =                    CombatController.currActiveCombat.MagicWeaponCombatSence.FindMagicWeaponCollisionInfo(                        myCombatMagicWeaponEntity.MagicWeaponCollisionId);                if (!nMagicWeaponCollisionInfo.a.isCombatState || !nMagicWeaponCollisionInfo.b.isCombatState)                {                    // Quaternion newQuaternion = Quaternion.identity;                    //                    // myCombatMagicWeaponEntity.GameObject.transform.rotation = Quaternion.RotateTowards(                    //     myCombatMagicWeaponEntity.GameObject.transform.rotation,                    //     newQuaternion, 5);                }                // else                // {                //     myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);                // }                return;            }            else            {                myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);            }        }        protected override void ProExit()        {        }        public override bool IsUpdateLockTarget()        {            return false;        }        protected override void ProDispose()        {        }    }}
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