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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public enum TimeBattleFieldStateType
- {
- None, //无状态,不执行任何操作
- Start, //起始状态
- Fighting, //战斗
- Win, //胜利
- Failed, //失败
- Peace, //
- End, //结束
- }
- delegate TimeBattleFieldState TimeBattleFieldStateCreator(TimeBattleField field);
- public abstract class TimeBattleFieldState
- {
- static Dictionary<TimeBattleFieldStateType, TimeBattleFieldStateCreator> creators;
- public static TimeBattleFieldState Create(TimeBattleField field, TimeBattleFieldStateType state)
- {
- if (creators == null)
- RegisterCreators();
- return creators.ContainsKey(state) ? creators[state](field) : null;
- }
- static void RegisterCreators()
- {
- creators = new Dictionary<TimeBattleFieldStateType, TimeBattleFieldStateCreator>();
- creators.Add(TimeBattleFieldStateType.Start, TimeBattleFieldStateStart.Creator);
- creators.Add(TimeBattleFieldStateType.Fighting, TimeBattleFieldStateFighting.Creator);
- creators.Add(TimeBattleFieldStateType.Win, TimeBattleFieldStateWin.Creator);
- creators.Add(TimeBattleFieldStateType.Failed, TimeBattleFieldStateFailed.Creator);
- creators.Add(TimeBattleFieldStateType.Peace, TimeBattleFieldStatePeace.Creator);
- creators.Add(TimeBattleFieldStateType.End, TimeBattleFieldStateEnd.Creator);
- }
- protected TimeBattleFieldStateType mState;
- protected TimeBattleField mField;
- protected TimeBattleFieldState(TimeBattleField field, TimeBattleFieldStateType state)
- {
- mField = field;
- mState = state;
- }
- public TimeBattleFieldStateType State { get { return mState; } }
- public float StateTime { get; protected set; }
- protected void ChangeState(TimeBattleFieldStateType state)
- {
- if (mField != null)
- mField.CurrentState = state;
- }
- public abstract void OnEnter();
- public abstract void OnLeave();
- public abstract void Update(float deltaTime);
- public abstract void OnDataChanged();
- }
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