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- using Common.Utility.CombatEvent;
- using Core.Utility;
- using Fort23.Core;
- using GameLogic.Combat.Skill;
- using UnityEngine;
- namespace GameLogic.Combat.Hero.State
- {
- public class MagicWeaponAttState : CombatHeroStateBasic
- {
- private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
- public MagicWeaponAttState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
- }
- /// <summary>
- /// 开始攻击
- /// </summary>
- protected override void ProEnter()
- {
- if (myCombatMagicWeaponEntity.CombatHeroSkillControl.allSkill.Count <= 0)
- {
- Finish();
- return;
- }
- SkillBasic skillBasic = myCombatMagicWeaponEntity.CombatHeroSkillControl.allSkill[0];
- if (skillBasic == null)
- {
- Finish();
- return;
- }
- skillBasic.SetSkillFinishCallBack(delegate(SkillBasic sb) { Finish(); });
- skillBasic.UseSkill();
- }
- private void Finish()
- {
- HeroDieEventData heroDieEventData = HeroDieEventData.Create();
- heroDieEventData.combatHeroEntity = myCombatMagicWeaponEntity;
- CombatEventManager.Instance.Dispatch(CombatEventType.MagicWeaponDie,
- heroDieEventData);
- myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
- }
- private void SetTargetPos()
- {
- }
- protected override void ProExit()
- {
- }
- }
- }
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