2022-05-23 13:39:59 +00:00
										 
									 
								 
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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 SoldierStateShoot : BaseState<SoldierUnit>
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								{
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								    private TimerUnit mShootTimer;
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								    private TimerUnit mActiveTimer;
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								    private float mAtkAniLength = 1;
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								    private GameObject mArrowPrefab;
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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 (mShootTimer == null)
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								        {
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								            mShootTimer = 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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								        if (mArrowPrefab == null)
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								        {
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											2022-07-04 11:17:39 +00:00
										 
									 
								 
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								            mArrowPrefab = ResourceManager.Instance.LoadRes<GameObject>(Const.Path.GetBullet(mMaster.BType, mMaster.Level, mMaster.Group == GroupType.Player));
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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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								        ShootOnce();
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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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								        mActiveTimer.CancelTimer();
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								        mShootTimer.CancelTimer();
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								    }
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								    private void ShootOnce()
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								    {
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								        mMaster.ShootTarget = mMaster.AgainstGroup.GetNearestTarget(mMaster.transform.position, mMaster.AtkDistance);
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								        if (mMaster.ShootTarget != null && !mMaster.ShootTarget.IsDead)
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								        {
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								            mMaster.LookToTarget(mMaster.ShootTarget.RelativePos(mMaster.RelativePos()));
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								            mMaster.SetACTrigger(SoldierACTrigger.TriggerAttack, 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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								            mShootTimer.StartTimer(ShootOnce, mMaster.AtkInterval);
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								            //mShootTimer.StartTimer(ShootOnce, 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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								        GameObject tAtkFx = ResourceManager.Instance.LoadRes<GameObject>(Const.Path.GetAtkFx(mMaster.BType, mMaster.Level, mMaster.Group == GroupType.Player));
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											2022-05-24 15:07:04 +00:00
										 
									 
								 
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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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								        Arrow tArrow = GameObject.Instantiate(mArrowPrefab).GetComponent<Arrow>();
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								        Vector3 tInitPos = mMaster.AtkTrans ? mMaster.AtkTrans.position : mMaster.RelativePos() + Vector3.up;
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								        Vector3 tTargetPos = mMaster.ShootTarget.HitTrans ? mMaster.ShootTarget.HitTrans.position : mMaster.ShootTarget.RelativePos() + Vector3.up;
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								        tArrow.Init(Utils.CountDamage(mMaster.Level, mMaster.ShootTarget.Level, mMaster.Damage), tInitPos, tTargetPos, mMaster.ShootTarget);
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								    }
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								}
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