using UnityEngine; using System.Collections; using System.Collections.Generic; public class TimeBattleFieldStateFailed : TimeBattleFieldState { public static TimeBattleFieldStateFailed Creator(TimeBattleField field) { return new TimeBattleFieldStateFailed(field); } public TimeBattleFieldStateFailed(TimeBattleField field) : base(field, TimeBattleFieldStateType.Win) { } float delayTime = 3; public override void OnEnter() { delayTime = 0; } public override void Update(float deltaTime) { delayTime -= deltaTime; mField.Battle.FighterMgr.FixedUpdate(deltaTime); if (delayTime <= 0) { ChangeState(TimeBattleFieldStateType.End); } } public override void OnLeave() { Dispose(); } public override void OnDataChanged() { } void Dispose() { List fighters = mField.EnemyFighters; for (int i = fighters.Count-1; i >= 0; i--) { Fighter fighter = fighters[i]; if (fighter.IsAlive) { if(fighter.IsBoss) { mField.BossLife = (int)fighter.Life; mField.BossSp = (int)fighter.Sp; } fighter.Dispose(); } } } }