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								using System;
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								using System.Collections;
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								using System.Collections.Generic;
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								using UnityEngine;
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								public class SoldierStateAttack : BaseState<SoldierUnit>
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								{
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								    private TimerUnit mAttackTimer = null;
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								    private TimerUnit mActiveTimer = null;
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								    private float mAtkAniLength = 1;
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								    public override void EnterState(Type pLastState)
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								    {
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								        base.EnterState(pLastState);
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								        if (mAttackTimer == null)
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								        {
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								            mAttackTimer = TimerManager.Instance.CreateTimerUnit();
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								        }
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								        if (mActiveTimer == null)
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								        {
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								            mActiveTimer = TimerManager.Instance.CreateTimerUnit();
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								        }
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											2022-09-09 14:35:49 +00:00
										 
									 
								 
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								        mAtkAniLength = mMaster.MetaData.AtkAniLength;
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								        AttackOnce();
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								    }
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								    public override void ExecuteState(float pDeltaTime)
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								    {
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								        base.ExecuteState(pDeltaTime);
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								    }
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								    public override void ExitState(Type pNextState)
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								    {
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								        base.ExitState(pNextState);
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								        mAttackTimer.CancelTimer();
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								        mActiveTimer.CancelTimer();
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								    }
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								    private void AttackOnce()
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								    {
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								        mMaster.ClearDeadAtkTarget();
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								        if (mMaster.HasAttackableTarget)
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								        {
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								            mMaster.LookToTarget(mMaster.AttackTarget[0].RelativePos(mMaster.RelativePos()));
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								            SoldierACTrigger tAtkTrigger = SoldierACTrigger.TriggerAttack;
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								            if (!GameConfig.Instance.IsSimpleAni)
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								            {
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								                int tRandomNum = UnityEngine.Random.Range(1, 4);
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								                if (tRandomNum == 1)
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								                {
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								                    tAtkTrigger = SoldierACTrigger.TriggerAttack;
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								                }
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								                else if (tRandomNum == 2)
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								                {
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								                    tAtkTrigger = SoldierACTrigger.TriggerAttack2;
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								                }
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								                else if (tRandomNum == 3)
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								                {
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								                    tAtkTrigger = SoldierACTrigger.TriggerAttack3;
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								                }
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								            }
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											2022-09-09 15:01:44 +00:00
										 
									 
								 
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								            mMaster.SetACTrigger(tAtkTrigger, Mathf.Max(mAtkAniLength / mMaster.AtkInterval, mAtkAniLength));
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								            mActiveTimer.StartTimer(ActiveOnce, Mathf.Min(mAtkAniLength * 0.6f, mMaster.AtkInterval * 0.6f));
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								            mAttackTimer.StartTimer(AttackOnce, mMaster.AtkInterval);
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								            //mAttackTimer.StartTimer(AttackOnce, Mathf.Min(mAtkAniLength, mMaster.AtkInterval));
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								        }
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								        else
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								        {
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								            ChangeState(typeof(SoldierStateIdle));
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								        }
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								    }
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								    private void ActiveOnce()
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								    {
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								        if (mMaster.HasAttackableTarget)
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								        {
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								            List<WarUnit> tRemoveList = new List<WarUnit>();
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								            WarUnit tTarget = null;
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								            for (int i = 0; i < mMaster.AttackTarget.Count; i++)
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								            {
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								                if (mMaster.AtkArea == 0 && i > 0)
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								                    break;
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								                tTarget = mMaster.AttackTarget[i];
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								                if (!tTarget.IsDead)
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								                {
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								                    tTarget.Hurt(Utils.CountDamage(mMaster.Level, tTarget.Level ,mMaster.Damage));
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								                }
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								                else
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								                {
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								                    tRemoveList.Add(tTarget);
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								                }
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								            }
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								            for (int i = 0; i < tRemoveList.Count; i++)
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								            {
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								                if(mMaster.AttackTarget.Contains(tRemoveList[i]))
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								                    mMaster.AttackTarget.Remove(tRemoveList[i]);
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								            }
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								            GameObject tAtkFx = ResourceManager.Instance.LoadRes<GameObject>(Const.Path.GetAtkFx(mMaster.BType, mMaster.Level, mMaster.Group == GroupType.Player));
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								            if (tAtkFx != null)
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								            {
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								                Transform tFxTrans = mMaster.AtkTrans ? mMaster.AtkTrans : mMaster.transform;
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								                GameObject.Instantiate(tAtkFx, tFxTrans.position, tFxTrans.rotation);
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								            }
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								            AudioClip tAC = ResourceManager.Instance.LoadRes<AudioClip>(Const.Path.GetAtkSound(mMaster.BType, mMaster.Level, mMaster.Group == GroupType.Player));
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								            AudioManager.Instance.PlaySound(tAC, 0.6f);
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								        }
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								    }
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								}
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