using UnityEngine; using System.Collections; public class SilenceFunEvent : DurationFunctionEvent { public static SilenceFunEvent Creator(BuffFunctionData data) { return new SilenceFunEvent(data); } public SilenceFunEvent(BuffFunctionData data):base(data) { mType = Buff_Function_Type.Silence; } public override void Enter(Fighter fighter) { fighter.StateData.IsSilence = true; EventMgr.DispatchEvent(new CoreEvent(ECoreEventType.EID_Fighter_Silence, fighter)); base.Enter(fighter); } public override void Exit(Fighter fighter) { fighter.StateData.IsSilence = false; base.Exit(fighter); } }