using UnityEngine; using System.Collections; public class SleepFunEvent : DurationFunctionEvent { public static SleepFunEvent Creator(BuffFunctionData data) { return new SleepFunEvent(data); } public SleepFunEvent(BuffFunctionData data):base(data) { mType = Buff_Function_Type.Sleep; } public override void Enter(Fighter fighter) { fighter.StateData.IsSleep = true; base.Enter(fighter); } public override void Exit(Fighter fighter) { fighter.StateData.IsSleep = false; base.Exit(fighter); } }