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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using Core.State;
- using Fort23.Core;
- using Fort23.UTool;
- using GameLogic.Combat.CombatTool;
- using UnityEngine;
- namespace GameLogic.Combat.Hero.State
- {
- public class MagicWeaponPingDouState : CombatHeroStateBasic
- {
- public class MagicWeaponPingDouData : CObject, IStateEnterData
- {
- public CombatMagicWeaponEntity target;
- public override void ActiveObj()
- {
- }
- public override void DormancyObj()
- {
- }
- }
- private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
- private Vector3 startPos;
- private Vector3 endPos;
- private float _addTime;
- private float _currTime;
- private MagicWeaponPingDouData _magicWeaponPingDouData;
-
- private ParticleSystemPool _particleSystemPool2;
- private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
- public MagicWeaponPingDouState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
- }
- protected override void ProEnter()
- {
- timeLineEventLogicGroup =
- combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("pengzhuang");
- // _awaitTime = 1.0f;
- //
- // CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_对拼气罩_loop",
- // myCombatMagicWeaponEntity.dotPos, null, false, null, delegate(ParticleSystemPool particleSystemPool)
- // {
- // particleSystemPool.transform.rotation =
- // myCombatMagicWeaponEntity.GameObject.transform.rotation;
- // _particleSystemPool1= particleSystemPool;
- // });
-
- }
- protected override void ProUpdate(float t)
- {
- }
- protected override void ProExit()
- {
- timeLineEventLogicGroup?.CloseLoopFx();
-
- }
- public override bool IsUpdateLockTarget()
- {
- return false;
- }
- protected override void ProDispose()
- {
- }
- }
- }
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