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- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero.SubStatus;
- using UnityEngine;
- using UnityEngine.AI;
- namespace GameLogic.Combat.Hero.State
- {
- public class CombatHeroIdleState : CombatHeroStateBasic
- {
- public CombatHeroIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- protected override void ProEnter()
- {
- combatHeroEntity.combatHeroAnimtion.Play("idle");
- }
- protected override void ProUpdate(float t)
- {
- if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
- {
- if (!CombatController.currActiveCombat.IsFightState)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);
- }
- return;
- }
- FightIdleSubState FightIdleSubState = combatHeroEntity.CombatAIBasic.GetSubStatus<FightIdleSubState>();
- if (FightIdleSubState == null)
- {
- FightIdleSubState = new FightIdleSubState();
- combatHeroEntity.CombatAIBasic.AddSubStatus(FightIdleSubState);
- }
- if (combatHeroEntity.CombatHeroSkillControl.This<CombatHeroSkillControl>().CanReleaseSkill() != null)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
- }
- }
- }
- }
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