using UnityEngine; using System.Collections; public class TimeBattleFieldStateFighting : TimeBattleFieldState { public static TimeBattleFieldStateFighting Creator(TimeBattleField field) { return new TimeBattleFieldStateFighting(field); } public TimeBattleFieldStateFighting(TimeBattleField field): base(field, TimeBattleFieldStateType.Fighting) { } public override void OnEnter() { mField.Battle.StartStatistics(); mField.OnFightingStart(); mField.Battle.FighterMgr.SetPveMark(); } public override void Update(float deltaTime) { mField.Battle.FighterMgr.FixedUpdate(deltaTime); if (mField.Result == FightingResult.None) { mField.CheckFightingResult(mField.Battle); } switch (mField.Result) { case FightingResult.Win: ChangeState(TimeBattleFieldStateType.Win); break; case FightingResult.Failed: ChangeState(TimeBattleFieldStateType.Failed); break; case FightingResult.Peace: ChangeState(TimeBattleFieldStateType.Peace); break; } } public override void OnLeave() { if (BattleMgr.Instance.Battle.IsPlayRecord) { BattleMgr.Instance.OnReplayEnd(); } mField.OnFightingEnd(); } public override void OnDataChanged() { } }