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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- public class BossBattleFieldStateStart : BossBattleFieldState
- {
- public static BossBattleFieldState Creator(BossBattleField field)
- {
- return new BossBattleFieldStateStart(field);
- }
- public BossBattleFieldStateStart(BossBattleField field)
- : base(field, BossBattleFieldStateType.Start)
- {
- }
- public override void OnEnter()
- {
- if(mField.Battle.HasBossComingAnim)
- {
- BattleMgr.Instance.DisableBattleCamera();
- }
- mField.Battle.MoveToNextBattleField(false);
- }
- public override void OnLeave()
- {
- }
- public override void Update(float deltaTime)
- {
- if (IsFieldFightersReady())
- {
- if(mField.Battle.HasBossComingAnim)
- {
- ChangeState(BossBattleFieldStateType.AnimationBeforeInterlude);
- }
- else
- {
- ChangeState(BossBattleFieldStateType.Fighting);
- }
- }
- else
- {
- mField.Battle.FighterMgr.FixedUpdate(deltaTime);
- }
- }
- private bool IsFieldFightersReady()
- {
- List<Fighter> fighters = mField.Fighters;
- for (int idx = 0; idx < fighters.Count; idx++)
- {
- bool idleState = fighters[idx].IsIdle || fighters[idx].IsComing;
- if(!idleState)
- return false;
- }
- return true;
- }
- public override void OnDataChanged()
- {
- }
- }
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