12345678910111213141516171819202122232425262728293031323334353637383940414243444546 |
- using Common.Utility.CombatEvent;
- using Core.Utility;
- using Fort23.Core;
- using UnityEngine;
- namespace GameLogic.Combat.Hero.State
- {
- public class MagicWeaponAttState : CombatHeroStateBasic
- {
- private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
- private BesselPath _besselPath;
- public MagicWeaponAttState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
- }
- /// <summary>
- /// 开始攻击
- /// </summary>
- protected override void ProEnter()
- {
- _besselPath = CObjectPool.Instance.Fetch<BesselPath>();
- myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
- Vector3 p1 = myCombatMagicWeaponEntity.GameObject.transform.TransformVector(new Vector3(-1.5f, 1.7f, 1));
-
- HeroDieEventData heroDieEventData = HeroDieEventData.Create();
- heroDieEventData.combatHeroEntity = myCombatMagicWeaponEntity;
- CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
- heroDieEventData);
- myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
- }
- private void SetTargetPos()
- {
-
- }
- protected override void ProExit()
- {
- CObjectPool.Instance.Recycle(_besselPath);
- }
- }
- }
|