整理武器配置和重构
This commit is contained in:
+35
@@ -0,0 +1,35 @@
|
||||
using SepCore.Definition;
|
||||
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
/// <summary>
|
||||
/// 闪电的待机状态。
|
||||
/// </summary>
|
||||
public sealed class WeaponLightningIdleState : WeaponStateBase
|
||||
{
|
||||
private WeaponLightning _weapon;
|
||||
|
||||
public override WeaponStateType State => WeaponStateType.Idle;
|
||||
|
||||
public override void OnInit(WeaponBase weapon) => _weapon = (WeaponLightning)weapon;
|
||||
|
||||
public override void OnEnter()
|
||||
{
|
||||
}
|
||||
|
||||
public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
_weapon.Check();
|
||||
_weapon.RotateToOrigin(elapseSeconds);
|
||||
|
||||
if (_weapon.Target != null && _weapon.Target.Available)
|
||||
{
|
||||
_weapon.TransitionTo(WeaponStateType.Seek);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnLeave()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user