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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- public class BossBattleFieldStateFighting : BossBattleFieldState
- {
- public static BossBattleFieldState Creator(BossBattleField field)
- {
- return new BossBattleFieldStateFighting(field);
- }
- public BossBattleFieldStateFighting(BossBattleField field)
- : base(field, BossBattleFieldStateType.Fighting)
- {
- }
- public override void OnEnter()
- {
- mField.OnFightingStart();
- }
- public override void OnLeave()
- {
- mField.OnFightingEnd();
- }
- public override void Update(float deltaTime)
- {
- mField.Battle.FighterMgr.FixedUpdate(deltaTime);
- if (!mField.Pause)
- {
- if (mField.Result == FightingResult.None)
- mField.CheckFightingResult(mField.Battle);
- switch (mField.Result)
- {
- case FightingResult.Win:
- ChangeState(BossBattleFieldStateType.Win);
- break;
- case FightingResult.Failed:
- ChangeState(BossBattleFieldStateType.Failed);
- break;
- }
- }
- }
- public override void OnDataChanged()
- {
- }
- }
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