using UnityEngine; using System.Collections; public class TimeBattleStateFailed : TimeBattleState { public static TimeBattleStateFailed Creator(TimeBattle battle) { return new TimeBattleStateFailed(battle); } public TimeBattleStateFailed(TimeBattle battle): base(battle,TimeBattleStateType.BattleFailed) { } float mWaitTime = 0; public override void OnEnter() { mWaitTime = 1; BattleMgr.Instance.OnBattleFailed(false,mBattle.BossLife,mBattle.BossSp); } public override void Update(float deltaTime) { mBattle.FighterMgr.FixedUpdate(deltaTime); mWaitTime -= deltaTime; if (mWaitTime <= 0) ChangeState(TimeBattleStateType.End); } public override void OnLeave() { } }