89 lines
2.2 KiB
C#
89 lines
2.2 KiB
C#
//using System.Collections.Generic;
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//using UnityEngine;
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//namespace G
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//{
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// public class Stat_Zhangfei2SkillAction : Stat_SkillAction
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// {
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// private enCharacterType m_oldCharType;
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// private Vector3 m_directionVector;
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// private float m_speed;
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// private float m_moveSpeed;
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// private float m_startDelay;
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// private float m_endDelay;
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// private float m_delay;
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// private Ef_fixed ef_fix;
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// private bool m_onlyOne;
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// public Stat_Zhangfei2SkillAction(Stat_StateManager statMgr)
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// : base(statMgr)
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// {
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// }
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// public override bool Enter(Dictionary<string, object> param, bool clearDelegates = false)
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// {
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// bool flag = false;
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// flag = base.Enter(param, clearDelegates);
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// m_oldCharType = m_char.target.m_unitType;
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// m_speed = 0.2f;
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// m_moveSpeed = 0.3f;
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// m_startDelay = 0.1f;
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// m_endDelay = 3f;
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// m_delay = 0f;
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// m_onlyOne = false;
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// MonWeapon componentInChildren = m_char.GetComponentInChildren<MonWeapon>();
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// ef_fix = componentInChildren.fx.GetComponent<Ef_fixed>();
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// ef_fix.m_skillId = 440802;
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// ef_fix.m_user = m_char.transform;
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// ef_fix.gameObject.SetActive(true);
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// return flag;
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// }
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// public override bool UpdateDelegate()
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// {
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// base.UpdateDelegate();
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// m_delay += Time.deltaTime;
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// if (m_delay < m_startDelay)
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// {
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// return true;
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// }
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// if (m_delay >= m_endDelay)
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// {
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// if (!m_onlyOne)
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// {
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// m_char.AddRigidBodyForce(m_char.myTransform.forward * 1500f);
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// m_onlyOne = true;
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// ef_fix.gameObject.SetActive(false);
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// }
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// return true;
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// }
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// if (m_char.target == null || m_char.target.IsDead() || !m_char.target.enabled)
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// {
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// if (m_oldCharType == enCharacterType.CHAR_TYPE_MYPLAYER)
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// {
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// return true;
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// }
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// if (m_oldCharType == enCharacterType.CHAR_TYPE_ATTENDANT)
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// {
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// m_char.target = Game.myPlayer;
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// }
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// }
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// m_directionVector = m_char.GetTargetPos() - m_char.GetCurPos();
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// m_directionVector[1] = 0f;
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// m_directionVector.Normalize();
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// Quaternion to = Quaternion.LookRotation(m_directionVector);
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// m_char.SetCurRotation(Quaternion.Lerp(m_char.GetCurRotation(), to, Time.deltaTime * m_speed));
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// m_char.Move(m_directionVector, m_moveSpeed);
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// return true;
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// }
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// }
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//}
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