| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495 | using Core.State;using Core.Triiger;using Fort23.Core;using Fort23.UTool;using GameLogic.Combat.CombatTool;using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical;using UnityEngine;namespace GameLogic.Combat.Hero.State{    /// <summary>    /// 再空中飞来飞去撞的时候    /// </summary>    public class MagicWeaponMoveState : CombatHeroStateBasic    {        public class MagicWeaponMoveStateData : CObject, IStateEnterData        {            public bool trigger;            public float triggerTime;            public override void ActiveObj()            {            }            public override void DormancyObj()            {            }        }        private CombatMagicWeaponEntity myCombatMagicWeaponEntity;        private float speed = 10;        private IUnRegister OnTriggerEnterEvent;        protected Vector3 _lastDir;        protected bool _trigger;        private float _triggerTime;        public MagicWeaponMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)        {            myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;        }        protected override void ProEnter()        {                     }         private void OnTriggerEnter(Collider collider,ITriggerEntity triggerEntity)        {            HeroEntityMono heroEntityMono = collider.GetComponent<HeroEntityMono>();            if (heroEntityMono == null )            {                return;            }            if (!(myCombatMagicWeaponEntity.CombatAIBasic.CurrState is MagicWeaponMoveState))            {                return;            }                            }           protected void ActiveHero()        {        }        protected override void ProExit()        {            OnTriggerEnterEvent.UnRegister();        }        public override bool IsUpdateLockTarget()        {            return false;        }        protected override void ProDispose()        {        }        public string tag { get; }    }}
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