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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- public class BossBattleFieldStatePause : BossBattleFieldState
- {
- public static BossBattleFieldState Creator(BossBattleField field)
- {
- return new BossBattleFieldStatePause(field);
- }
- public BossBattleFieldStatePause(BossBattleField field)
- :base(field,BossBattleFieldStateType.Pause)
- {
- }
- public override void OnEnter()
- {
- for (int idx = 0; idx < mField.Fighters.Count; idx++)
- {
- if (mField.Fighters[idx].IsAlive)
- {
- mField.Fighters[idx].ForceIdle();
- }
- }
- }
- public override void Update(float deltaTime)
- {
- //if (IsFieldFightersReady())
- //{
- // ChangeState(BossBattleFieldStateType.Fighting);
- //}
- //else
- //{
- mField.Battle.FighterMgr.FixedUpdate(deltaTime);
- //}
- }
- public override void OnLeave()
- {
- }
- public override void OnDataChanged()
- {
- }
- 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;
- }
- }
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