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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using Fort23.Core;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.CombatType;
- using GameLogic.Combat.Hero;
- using UnityEngine;
- namespace GameLogic.Combat.CombatState
- {
- public class CombatUpdateState : CombatStateBasic
- {
- /// <summary>
- /// 下次遇见怪的时间
- /// </summary>
- private float _nextMonsterTime;
- /// <summary>
- /// 是否没有敌人
- /// </summary>
- protected bool isNullMonster;
- public CombatUpdateState(CombatController combatController) : base(combatController)
- {
- }
- protected override void ProEnter()
- {
- CombatController.CombatCameraControllder.isStop = false;
- CombatController.IsFightState = false;
- CombatController.GameTimeLineParticleFactory.RecycleAllFxAiLogicBasic();
- CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
- if (playerHeroEntity != null)
- {
- playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);
- playerHeroEntity.CurrCombatHeroInfo.Shield = playerHeroEntity.MaxCombatHeroInfo.Shield;
- CombatCalculateTool.Instance.Recover(playerHeroEntity,
- playerHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), 999999, AttType.Normal, HarmType.Default,
- new TriggerData());
- }
- _nextMonsterTime = Random.Range(5, 10);
- isNullMonster = true;
- CombatController.MagicWeaponCombatSence.CloseSecene();
- }
- protected override void ProUpdate(float t)
- {
- CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
- if (playerHeroEntity == null)
- {
- return;
- }
- if (isNullMonster)
- {
- _nextMonsterTime -= t;
- if (_nextMonsterTime < 0)
- {
- isNullMonster = false;
- TestCombatType testCombatType = CombatController.currActiveCombat.CombatTypeBasic as TestCombatType;
- if (testCombatType != null)
- {
- testCombatType.CreateEnemy(new CTaskAwaitBuffer());
- }
- }
- }
- CombatHeroEntity[] allHero =
- CombatController.currActiveCombat.CombatHeroController.GetHero(true);
- IHero ihero = FindMinDixtance(allHero);
- if (ihero != null)
- {
- CombatController.ChangeState("fight");
- return;
- }
- float add = 0.1f;
- Vector3 pos = Vector3.zero;
- Vector3 dir = Vector3.zero;
- float fx = 1;
- pos = CombatController.currActiveCombat.CombatSenceController.Move(30 * t);
- float lt = CombatController.currActiveCombat.CombatSenceController.currTime - 0.01f;
- Vector3 p = CombatController.currActiveCombat.CombatSenceController.GetTarget(lt);
- dir = (pos - p).normalized;
- playerHeroEntity.combatHeroGameObject.SetPosition(pos);
- playerHeroEntity.GameObject.transform.rotation = Quaternion.LookRotation(dir * fx);
- CombatController.CombatHeroController.Update(t);
- CombatController.CombatCameraControllder.Update(t);
- CombatController.GameTimeLineParticleFactory.CombatUpdate(t);
- }
- protected IHero FindMinDixtance(CombatHeroEntity[] allHero)
- {
- IHero minDistanceHero = null;
- if (allHero == null)
- {
- return null;
- }
- CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.CombatHeroController.playerHeroEntity;
- float minDistance = float.MaxValue;
- for (int i = 0; i < allHero.Length; i++)
- {
- CombatHeroEntity hero = allHero[i];
- if (hero.GetMainHotPoin<CombatHeroHitPoint>() == null)
- {
- continue;
- }
- float distance = Vector3.SqrMagnitude(hero.combatHeroGameObject.position -
- playerHeroEntity.combatHeroGameObject.position);
- if (distance < minDistance && distance < 400)
- {
- // if (!_combatHeroEntity.IsEnemy || distance < _combatHeroEntity.CurrCombatHeroInfo.maxDisTo + 100)
- {
- minDistance = distance;
- minDistanceHero = hero;
- }
- }
- }
- return minDistanceHero;
- }
- }
- }
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