| 123456789101112131415161718192021222324252627282930313233 | using GameLogic.Combat.CombatTool;using GameLogic.Combat.Hero;namespace GameLogic.Combat.CombatState{    public class CombatIdleState : CombatStateBasic    {        public CombatIdleState(CombatController combatController) : base(combatController)        {        }        protected override void ProEnter()        {            CombatController.CombatCameraControllder.isStop = false;            CombatController.IsFightState = false;            CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();            CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;            if (playerHeroEntity != null)            {                playerHeroEntity.PlayAnim(CombatHeroStateType.idle, true, 0, false, 1);                CombatController.MagicWeaponCombatSence.CloseSecene();            }            CombatController.currActiveCombat.CombatCameraControllder.SetFieldOfView(60,3);        }        protected override void ProUpdate(float t)        {            CombatController.CombatCameraControllder.Update(t);        }    }}
 |