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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using GameLogic.Combat.CombatTool;
- using UnityEngine;
- namespace GameLogic.Combat.Hero.State
- {
- /// <summary>
- /// 英雄复活状态
- /// </summary>
- public class CombatResurrectionState : CombatHeroStateBasic
- {
- public CombatResurrectionState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
-
- }
- protected override void ProEnter()
- {
- TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic= combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("die_up");
- if (timeLineEventLogicGroupBasic != null)
- {
- timeLineEventLogicGroupBasic.TimeLineUpdateEnd= delegate
- {
- if (combatHeroEntity.heroDieNodeId != CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount&&CombatController.currActiveCombat.CombatHeroController.followTarget!=null)
- {
- combatHeroEntity.combatHeroGameObject.SetPosition(CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos+new Vector3(1,0,0));
- }
- CombatController.currActiveCombat.CombatHeroController.ResurrectionDieHero(combatHeroEntity);
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- };
- }
- else
- {
- if (combatHeroEntity.heroDieNodeId != CombatController.currActiveCombat.CombatTypeBasic.allWinNodeCount&&CombatController.currActiveCombat.CombatHeroController.followTarget!=null)
- {
- combatHeroEntity.combatHeroGameObject.SetPosition(CombatController.currActiveCombat.CombatHeroController.followTarget.dotPos+new Vector3(1,0,0));
- }
- CombatController.currActiveCombat.CombatHeroController.ResurrectionDieHero(combatHeroEntity);
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- }
- }
- protected override void ProUpdate(float t)
- {
- }
- }
- }
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