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							- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.Hero.SubStatus;
 
- using UnityEngine;
 
- using UnityEngine.AI;
 
- namespace GameLogic.Combat.Hero.State
 
- {
 
-     public class CombatHeroIdleState : CombatHeroStateBasic
 
-     {
 
-         public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
 
-         {
 
-         }
 
-         protected override void ProEnter()
 
-         {
 
-             combatHeroEntity.combatHeroAnimtion.Play("idle");
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
 
-             {
 
-                 if (!CombatController.currActiveCombat.IsFightState)
 
-                 {
 
-                     combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);
 
-                 }
 
-                 return;
 
-             }
 
-             FightIdleSubState FightIdleSubState = combatHeroEntity.CombatAIBasic.GetSubStatus<FightIdleSubState>();
 
-             if (FightIdleSubState == null)
 
-             {
 
-                 FightIdleSubState = new FightIdleSubState();
 
-                 combatHeroEntity.CombatAIBasic.AddSubStatus(FightIdleSubState);
 
-             }
 
-             if (combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().CanReleaseSkill() != null)
 
-             {
 
-                 combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
 
-             }
 
-         }
 
-     }
 
- }
 
 
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