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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- public class TimeBattleFieldStatePeace : TimeBattleFieldState
- {
- public static TimeBattleFieldStatePeace Creator(TimeBattleField field)
- {
- return new TimeBattleFieldStatePeace(field);
- }
- public TimeBattleFieldStatePeace(TimeBattleField field) :
- base(field, TimeBattleFieldStateType.Peace)
- {
- }
- float delayTime = 2;
- public override void OnEnter()
- {
- for (int idx = 0; idx < mField.TeamFighters.Count; idx++)
- {
- if (mField.TeamFighters[idx].IsAlive)
- {
- mField.TeamFighters[idx].ForceIdle();
- }
- }
- List<Fighter> fighters = mField.EnemyFighters;
- for (int i = fighters.Count - 1; i >= 0 ; i--)
- {
- Fighter fighter = fighters[i];
- if (fighter.IsAlive)
- {
- fighter.Dispose();
- }
- }
- }
- public override void Update(float deltaTime)
- {
- mField.Battle.FighterMgr.FixedUpdate(deltaTime);
- delayTime -= deltaTime;
- if (delayTime <= 0)
- {
- ChangeState(TimeBattleFieldStateType.End);
- }
- }
- public override void OnLeave()
- {
- }
- public override void OnDataChanged()
- {
- }
- }
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