CombatHeroIdleState.cs 2.4 KB

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  1. using UnityEngine;
  2. namespace GameLogic.Combat.Hero.State
  3. {
  4. public class CombatHeroIdleState : CombatHeroStateBasic
  5. {
  6. public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  7. {
  8. }
  9. protected override void ProEnter()
  10. {
  11. combatHeroEntity.combatHeroAnimtion.Play("idle");
  12. }
  13. protected override void ProUpdate(float t)
  14. {
  15. if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  16. {
  17. return;
  18. }
  19. Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
  20. Vector3 myPos = combatHeroEntity.dotPos;
  21. float dis = combatHeroEntity.CurrCombatHeroInfo.maxDisTo;
  22. if (combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  23. {
  24. dis = 1;
  25. }
  26. if (Vector3.SqrMagnitude(targetPos - myPos) >dis)
  27. {
  28. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
  29. }
  30. else
  31. {
  32. GameObject[] b = combatHeroEntity.CombatAIBasic.AreaList;
  33. if (b != null && b.Length > 0)
  34. {
  35. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling);
  36. }
  37. else
  38. {
  39. Vector3 nextPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
  40. Vector3 p = nextPos - combatHeroEntity.dotPos;
  41. if (p.sqrMagnitude > 0.00001)
  42. {
  43. float dot = Vector3.Dot(p.normalized, combatHeroEntity.combatHeroGameObject.transform.forward);
  44. if (dot < 0.95f)
  45. {
  46. Quaternion.LookRotation(p.normalized);
  47. combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  48. combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized),
  49. 0.5f);
  50. return;
  51. }
  52. }
  53. if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
  54. {
  55. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
  56. }
  57. }
  58. }
  59. }
  60. }
  61. }