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- using UnityEngine;
- using System.Collections;
- public class BossBattleFieldStateWin : BossBattleFieldState
- {
- public static BossBattleFieldState Creator(BossBattleField field)
- {
- return new BossBattleFieldStateWin(field);
- }
- public BossBattleFieldStateWin(BossBattleField field)
- : base(field, BossBattleFieldStateType.Win)
- {
- }
- float delayTime = 3;
- public override void OnEnter()
- {
- for (int idx = 0; idx < mField.TeamFighters.Count; idx++)
- {
- if (mField.TeamFighters[idx].IsAlive)
- {
- mField.TeamFighters[idx].ForceIdle();
- }
- }
- }
- public override void OnLeave()
- {
- }
- public override void Update(float deltaTime)
- {
- mField.Battle.FighterMgr.FixedUpdate(deltaTime);
- delayTime -= deltaTime;
- if (delayTime <= 0)
- {
- ChangeState(BossBattleFieldStateType.End);
- }
- }
- public override void OnDataChanged()
- {
- }
- }
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