using UnityEngine; using System.Collections; using System.Collections.Generic; public class TimeBattleFieldStatePeace : TimeBattleFieldState { public static TimeBattleFieldStatePeace Creator(TimeBattleField field) { return new TimeBattleFieldStatePeace(field); } public TimeBattleFieldStatePeace(TimeBattleField field) : base(field, TimeBattleFieldStateType.Peace) { } float delayTime = 2; public override void OnEnter() { for (int idx = 0; idx < mField.TeamFighters.Count; idx++) { if (mField.TeamFighters[idx].IsAlive) { mField.TeamFighters[idx].ForceIdle(); } } List fighters = mField.EnemyFighters; for (int i = fighters.Count - 1; i >= 0 ; i--) { Fighter fighter = fighters[i]; if (fighter.IsAlive) { fighter.Dispose(); } } } public override void Update(float deltaTime) { mField.Battle.FighterMgr.FixedUpdate(deltaTime); delayTime -= deltaTime; if (delayTime <= 0) { ChangeState(TimeBattleFieldStateType.End); } } public override void OnLeave() { } public override void OnDataChanged() { } }