MagicWeaponChuChangState.cs 3.8 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using GameLogic.Combat.CombatTool;
  3. using UnityEngine;
  4. using Utility.CTween;
  5. namespace GameLogic.Combat.Hero.State
  6. {
  7. public class MagicWeaponChuChangState : CombatHeroStateBasic
  8. {
  9. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  10. private Vector3 startPos;
  11. private Vector3 endPos;
  12. private float _addTime;
  13. private float _currTime;
  14. private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
  15. private bool isUpdate;
  16. public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  17. {
  18. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  19. }
  20. protected override void ProEnter()
  21. {
  22. myCombatMagicWeaponEntity.CloseLoopFx();
  23. timeLineEventLogicGroup =
  24. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
  25. myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
  26. myCombatMagicWeaponEntity.GameObject.transform.localScale = Vector3.one;
  27. myCombatMagicWeaponEntity.GameObject.transform.rotation = myCombatMagicWeaponEntity.MagicWeaponControl
  28. .combatHeroEntity.GameObject.transform.rotation;
  29. myCombatMagicWeaponEntity.GameObject.SetActive(true);
  30. startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
  31. float y = myCombatMagicWeaponEntity.IsEnemy ? 5: 5;
  32. float x = myCombatMagicWeaponEntity.useIndex*1.5f;
  33. endPos= myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.GameObject.transform.TransformPoint(
  34. new Vector3(x - 3, y, 0));
  35. // endPos = startPos + Vector3(x-3, y, 0);
  36. _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopSpeed);
  37. _currTime = 0;
  38. isUpdate = true;
  39. }
  40. protected override void ProUpdate(float t)
  41. {
  42. if (!isUpdate)
  43. {
  44. return;
  45. }
  46. _currTime += t * _addTime;
  47. Vector3 pos = Vector3.Lerp(startPos, endPos, _currTime);
  48. myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
  49. if (_currTime >= 1)
  50. {
  51. isUpdate = false;
  52. if (timeLineEventLogicGroup != null)
  53. {
  54. timeLineEventLogicGroup.CloseLoopFx();
  55. }
  56. // myCombatMagicWeaponEntity.GameObject.SetActive(true);
  57. timeLineEventLogicGroup =
  58. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
  59. if (timeLineEventLogicGroup != null)
  60. {
  61. timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
  62. {
  63. timeLineEventLogicGroup.CloseLoopFx();
  64. myCombatMagicWeaponEntity.isCombatState = true;
  65. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  66. };
  67. }
  68. else
  69. {
  70. myCombatMagicWeaponEntity.isCombatState = true;
  71. myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  72. }
  73. }
  74. }
  75. protected override void ProExit()
  76. {
  77. timeLineEventLogicGroup?.BreakTimeLine(myCombatMagicWeaponEntity);
  78. timeLineEventLogicGroup = null;
  79. }
  80. public override bool IsUpdateLockTarget()
  81. {
  82. return false;
  83. }
  84. protected override void ProDispose()
  85. {
  86. }
  87. }
  88. }