using UnityEngine; using System.Collections; public class TimeBattleStateEnd : TimeBattleState { public static TimeBattleStateEnd Creator(TimeBattle battle) { return new TimeBattleStateEnd(battle); } float delayTime = 1; public TimeBattleStateEnd(TimeBattle battle): base(battle, TimeBattleStateType.End) { BattleCamera.Instance.DisableDynamicCamera(); mBattle.CleanAllFighter(); delayTime = 1; } public override void OnEnter() { BattleMgr.Instance.OnBattleEnd(); } public override void Update(float deltaTime) { if (delayTime > 0) { delayTime -= deltaTime; if (delayTime <= 0) { ChangeState(TimeBattleStateType.None); } } } public override void OnLeave() { } }