CombatResurrectionState.cs 2.1 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.CombatTool;
  3. using UnityEngine;
  4. namespace GameLogic.Combat.Hero.State
  5. {
  6. /// <summary>
  7. /// 英雄复活状态
  8. /// </summary>
  9. public class CombatResurrectionState : CombatHeroStateBasic
  10. {
  11. public CombatResurrectionState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  12. {
  13. }
  14. protected override void ProEnter()
  15. {
  16. TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic= combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("die_up");
  17. if (timeLineEventLogicGroupBasic != null)
  18. {
  19. timeLineEventLogicGroupBasic.TimeLineUpdateEnd= delegate
  20. {
  21. if (combatHeroEntity.heroDieNodeId != CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount&&CombatController.currActiveCombat.CombatHeroController.followTarget!=null)
  22. {
  23. combatHeroEntity.combatHeroGameObject.SetPosition(CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos+new Vector3(1,0,0));
  24. }
  25. CombatController.currActiveCombat.CombatHeroController.ResurrectionDieHero(combatHeroEntity);
  26. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  27. };
  28. }
  29. else
  30. {
  31. if (combatHeroEntity.heroDieNodeId != CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount&&CombatController.currActiveCombat.CombatHeroController.followTarget!=null)
  32. {
  33. combatHeroEntity.combatHeroGameObject.SetPosition(CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos+new Vector3(1,0,0));
  34. }
  35. CombatController.currActiveCombat.CombatHeroController.ResurrectionDieHero(combatHeroEntity);
  36. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  37. }
  38. }
  39. protected override void ProUpdate(float t)
  40. {
  41. }
  42. }
  43. }