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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using GameLogic.Combat.CombatTool;
- using UnityEngine;
- using Utility.CTween;
- namespace GameLogic.Combat.Hero.State
- {
- public class MagicWeaponChuChangState : CombatHeroStateBasic
- {
- private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
- private Vector3 startPos;
- private Vector3 endPos;
- private float _addTime;
- private float _currTime;
- private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
- private bool isUpdate;
- public MagicWeaponChuChangState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
- }
- protected override void ProEnter()
- {
- myCombatMagicWeaponEntity.CloseLoopFx();
- timeLineEventLogicGroup =
- combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("jihuo");
- myCombatMagicWeaponEntity.GameObject.transform.eulerAngles = Vector3.zero;
- myCombatMagicWeaponEntity.GameObject.transform.localScale = Vector3.one;
- myCombatMagicWeaponEntity.GameObject.transform.rotation = myCombatMagicWeaponEntity.MagicWeaponControl
- .combatHeroEntity.GameObject.transform.rotation;
- myCombatMagicWeaponEntity.GameObject.SetActive(true);
- startPos = myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.dotPos;
- float y = myCombatMagicWeaponEntity.IsEnemy ? 5: 5;
- float x = myCombatMagicWeaponEntity.useIndex*1.5f;
- endPos= myCombatMagicWeaponEntity.MagicWeaponControl.combatHeroEntity.GameObject.transform.TransformPoint(
- new Vector3(x - 3, y, 0));
- // endPos = startPos + Vector3(x-3, y, 0);
- _addTime = 1.0f / (Vector3.Distance(startPos, endPos) / CustomTweenManager.AnimationCurveLibrary.fabaoMoveTopSpeed);
- _currTime = 0;
- isUpdate = true;
- }
- protected override void ProUpdate(float t)
- {
- if (!isUpdate)
- {
- return;
- }
- _currTime += t * _addTime;
- Vector3 pos = Vector3.Lerp(startPos, endPos, _currTime);
- myCombatMagicWeaponEntity.combatHeroGameObject.SetPosition(pos);
- if (_currTime >= 1)
- {
- isUpdate = false;
- if (timeLineEventLogicGroup != null)
- {
- timeLineEventLogicGroup.CloseLoopFx();
- }
- // myCombatMagicWeaponEntity.GameObject.SetActive(true);
- timeLineEventLogicGroup =
- combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("show");
- if (timeLineEventLogicGroup != null)
- {
- timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
- {
-
- timeLineEventLogicGroup.CloseLoopFx();
- myCombatMagicWeaponEntity.isCombatState = true;
- myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- };
- }
- else
- {
- myCombatMagicWeaponEntity.isCombatState = true;
- myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- }
- }
- }
- protected override void ProExit()
- {
- timeLineEventLogicGroup?.BreakTimeLine(myCombatMagicWeaponEntity);
- timeLineEventLogicGroup = null;
- }
- public override bool IsUpdateLockTarget()
- {
- return false;
- }
- protected override void ProDispose()
- {
- }
- }
- }
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