using UnityEngine; using System.Collections; public class BossBattleFieldStateWin : BossBattleFieldState { public static BossBattleFieldState Creator(BossBattleField field) { return new BossBattleFieldStateWin(field); } public BossBattleFieldStateWin(BossBattleField field) : base(field, BossBattleFieldStateType.Win) { } float delayTime = 3; public override void OnEnter() { for (int idx = 0; idx < mField.TeamFighters.Count; idx++) { if (mField.TeamFighters[idx].IsAlive) { mField.TeamFighters[idx].ForceIdle(); } } } public override void OnLeave() { } public override void Update(float deltaTime) { mField.Battle.FighterMgr.FixedUpdate(deltaTime); delayTime -= deltaTime; if (delayTime <= 0) { ChangeState(BossBattleFieldStateType.End); } } public override void OnDataChanged() { } }