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							- using System;
 
- using System.Collections.Generic;
 
- using Fort23.Core;
 
- using Fort23.UTool;
 
- using GameLogic.Combat.CombatTool.SceneTool;
 
- using UnityEngine;
 
- namespace GameLogic.Combat.CombatTool
 
- {
 
-     [Serializable]
 
-     public class CombatSencePath : CObject
 
-     {
 
-         public Vector3 a;
 
-         public Vector3 b;
 
-         public Vector3 Centre;
 
-         public bool isCentre;
 
-         public float reclaimTime;
 
-         public List<SceneDecoration> allPool = new List<SceneDecoration>();
 
-         public float len;
 
-         public void SetPos(Vector3 startPos, Vector3 target)
 
-         {
 
-             a = startPos;
 
-             b = target;
 
-             isCentre = false;
 
-             SetLen();
 
-         }
 
-         public void SetPos(Vector3 startPos, Vector3 centre, Vector3 target)
 
-         {
 
-             a = startPos;
 
-             Centre = centre;
 
-             b = target;
 
-             isCentre = true;
 
-             SetLen();
 
-         }
 
-         private void SetLen()
 
-         {
 
-             float a = 1 / 100f;
 
-             len = 0;
 
-             for (int i = 0; i < 100; i++)
 
-             {
 
-                 Vector3 p = GetValue(i * a);
 
-                 Vector3 p2 = GetValue((i + 1) * a);
 
-                 len += Vector3.Distance(p, p2);
 
-             }
 
-         }
 
-         public Vector3 GetValue(float t)
 
-         {
 
-             float t1 = t;
 
-             if (t1 > 1)
 
-             {
 
-                 t1 = 1;
 
-             }
 
-             if (t1 < 0)
 
-             {
 
-                 t1 = 0;
 
-             }
 
-             if (isCentre)
 
-             {
 
-                 Vector3 p1 = Vector3.Lerp(a, Centre, t1);
 
-                 Vector3 p2 = Vector3.Lerp(p1, b, t1);
 
-                 return p2;
 
-             }
 
-             else
 
-             {
 
-                 return Vector3.Lerp(a, b, t1);
 
-             }
 
-         }
 
-         public void Update(float t)
 
-         {
 
-             for (int i = 0; i < allPool.Count; i++)
 
-             {
 
-                 allPool[i].Update(t);
 
-             }
 
-         }
 
-         public override void ActiveObj()
 
-         {
 
-         }
 
-         public override void DormancyObj()
 
-         {
 
-             for (int i = 0; i < allPool.Count; i++)
 
-             {
 
-                 CObjectPool.Instance.Recycle(allPool[i]);
 
-                 // GObjectPool.Instance.Recycle(allPool[i]);
 
-             }
 
-             allPool.Clear();
 
-         }
 
-     }
 
- }
 
 
  |