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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- public class BossBattleFieldStateAnimationBI : BossBattleFieldState
- {
- public static BossBattleFieldState Creator(BossBattleField field)
- {
- return new BossBattleFieldStateAnimationBI(field);
- }
- public BossBattleFieldStateAnimationBI(BossBattleField field)
- :base(field,BossBattleFieldStateType.AnimationBeforeInterlude)
- {
- }
- float waitingTime = 0;
- public override void OnEnter()
- {
- waitingTime = mField.Battle.BossComingTime;
- BattleMgr.Instance.HideBattleUI();
- BattleMgr.Instance.DisableBattleCamera();
- BattleMgr.Instance.ShowComingCamera();
- }
- public override void Update(float deltaTime)
- {
- mField.Battle.FighterMgr.FixedUpdate(deltaTime);
- waitingTime -= deltaTime;
- if(waitingTime <=0 && IsFieldFightersReady() && !mField.Pause)
- {
- ChangeState(BossBattleFieldStateType.Fighting);
- }
- }
- public override void OnLeave()
- {
- BattleMgr.Instance.HideComingCamera();
- BattleMgr.Instance.ShowBattleUI();
- BattleMgr.Instance.EnableBattleCamera();
- }
- private bool IsFieldFightersReady()
- {
- List<Fighter> fighters = mField.Fighters;
- for (int idx = 0; idx < fighters.Count; idx++)
- {
- bool idleState = fighters[idx].IsIdle;
- if (!idleState)
- return false;
- }
- return true;
- }
- public override void OnDataChanged()
- {
-
- }
- }
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