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- using UnityEngine;
- using System.Collections;
- public class TimeBattleFieldStateFighting : TimeBattleFieldState
- {
- public static TimeBattleFieldStateFighting Creator(TimeBattleField field)
- {
- return new TimeBattleFieldStateFighting(field);
- }
- public TimeBattleFieldStateFighting(TimeBattleField field):
- base(field, TimeBattleFieldStateType.Fighting)
- {
- }
- public override void OnEnter()
- {
- mField.Battle.StartStatistics();
- mField.OnFightingStart();
- mField.Battle.FighterMgr.SetPveMark();
- }
- public override void Update(float deltaTime)
- {
- mField.Battle.FighterMgr.FixedUpdate(deltaTime);
- if (mField.Result == FightingResult.None)
- {
- mField.CheckFightingResult(mField.Battle);
- }
- switch (mField.Result)
- {
- case FightingResult.Win:
- ChangeState(TimeBattleFieldStateType.Win);
- break;
- case FightingResult.Failed:
- ChangeState(TimeBattleFieldStateType.Failed);
- break;
- case FightingResult.Peace:
- ChangeState(TimeBattleFieldStateType.Peace);
- break;
- }
- }
- public override void OnLeave()
- {
- if (BattleMgr.Instance.Battle.IsPlayRecord)
- {
- BattleMgr.Instance.OnReplayEnd();
- }
- mField.OnFightingEnd();
- }
- public override void OnDataChanged()
- {
-
- }
- }
-
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