MagicWeaponPingDouState.cs 2.2 KB

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  1. using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
  2. using Core.State;
  3. using Fort23.Core;
  4. using Fort23.UTool;
  5. using GameLogic.Combat.CombatTool;
  6. using UnityEngine;
  7. namespace GameLogic.Combat.Hero.State
  8. {
  9. public class MagicWeaponPingDouState : CombatHeroStateBasic
  10. {
  11. public class MagicWeaponPingDouData : CObject, IStateEnterData
  12. {
  13. public CombatMagicWeaponEntity target;
  14. public override void ActiveObj()
  15. {
  16. }
  17. public override void DormancyObj()
  18. {
  19. }
  20. }
  21. private CombatMagicWeaponEntity myCombatMagicWeaponEntity;
  22. private Vector3 startPos;
  23. private Vector3 endPos;
  24. private float _addTime;
  25. private float _currTime;
  26. private MagicWeaponPingDouData _magicWeaponPingDouData;
  27. private ParticleSystemPool _particleSystemPool2;
  28. private TimeLineEventLogicGroupBasic timeLineEventLogicGroup;
  29. public MagicWeaponPingDouState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  30. {
  31. myCombatMagicWeaponEntity = combatHeroEntity as CombatMagicWeaponEntity;
  32. }
  33. protected override void ProEnter()
  34. {
  35. timeLineEventLogicGroup =
  36. combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("pengzhuang");
  37. // _awaitTime = 1.0f;
  38. //
  39. // CombatController.currActiveCombat.GameTimeLineParticleFactory.CreateParticle("fx_对拼气罩_loop",
  40. // myCombatMagicWeaponEntity.dotPos, null, false, null, delegate(ParticleSystemPool particleSystemPool)
  41. // {
  42. // particleSystemPool.transform.rotation =
  43. // myCombatMagicWeaponEntity.GameObject.transform.rotation;
  44. // _particleSystemPool1= particleSystemPool;
  45. // });
  46. }
  47. protected override void ProUpdate(float t)
  48. {
  49. }
  50. protected override void ProExit()
  51. {
  52. timeLineEventLogicGroup?.CloseLoopFx();
  53. }
  54. public override bool IsUpdateLockTarget()
  55. {
  56. return false;
  57. }
  58. protected override void ProDispose()
  59. {
  60. }
  61. }
  62. }