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- using GameLogic.Combat.CombatTool;
- using UnityEngine;
- namespace GameLogic.Combat.Hero.State
- {
- public class CombatHeroFollowIdleState : CombatHeroStateBasic
- {
- public CombatHeroFollowIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- protected override void ProEnter()
- {
- combatHeroEntity.combatHeroAnimtion.Play("idle");
- }
- protected override void ProUpdate(float t)
- {
- Vector3 targetPos = CombatController.currActiveCombat.CombatHeroController.GetFollowPos(combatHeroEntity);
- Vector3 myPos = combatHeroEntity.dotPos;
- if (Vector3.SqrMagnitude(targetPos - myPos) > 0.5f)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.followMove);
- }
- // else
- // {
- // GameObject[] b = combatHeroEntity.CombatAIBasic.AreaList;
- // if (b != null && b.Length > 0)
- // {
- // combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.rolling);
- // }
- // else
- // {
- // if (combatHeroEntity.CombatHeroSkillControl.CanReleaseSkill() != null)
- // {
- // combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
- // }
- // }
- // }
- }
- }
- }
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