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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using Common.Utility.CombatEvent;
- using Fort23.Core;
- using GameLogic.Combat.CombatTool;
- using GameLogic.Combat.Hero.State;
- using UnityEngine;
- namespace GameLogic.Combat.Hero
- {
- public class MagicWeaponIdleState : CombatHeroStateBasic
- {
- private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
- private Vector3 startPos;
- private Vector3 endPos;
- private float _addTime;
- private float _currTime;
- private float _awaitTime;
- public MagicWeaponIdleState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
- }
- protected override void ProEnter()
- {
- TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
- combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("run");
- _awaitTime = 1.0f;
- }
- protected override void ProUpdate(float t)
- {
- if (myCombatMagicWeaponEntity.MagicWeaponCollisionId >= 0)
- {
- MagicWeaponCollisionInfo nMagicWeaponCollisionInfo =
- CombatController.currActiveCombat.MagicWeaponCombatSence.FindMagicWeaponCollisionInfo(
- myCombatMagicWeaponEntity.MagicWeaponCollisionId);
- if (!nMagicWeaponCollisionInfo.a.isCombatState || !nMagicWeaponCollisionInfo.b.isCombatState)
- {
- Quaternion newQuaternion = Quaternion.identity;
- myCombatMagicWeaponEntity.GameObject.transform.rotation = Quaternion.RotateTowards(
- myCombatMagicWeaponEntity.GameObject.transform.rotation,
- newQuaternion, 5);
- }
- // else
- // {
- // myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.move);
- // }
- return;
- }
- else
- {
- myCombatMagicWeaponEntity.CombatAIBasic.ChangeState(CombatHeroStateType.att);
- }
- }
- protected override void ProExit()
- {
- }
- public override bool IsUpdateLockTarget()
- {
- return false;
- }
- protected override void ProDispose()
- {
- }
- }
- }
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