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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- public class TimeBattleFieldStateWin : TimeBattleFieldState
- {
- public static TimeBattleFieldStateWin Creator(TimeBattleField field)
- {
- return new TimeBattleFieldStateWin(field);
- }
- public TimeBattleFieldStateWin(TimeBattleField field) :
- base(field, TimeBattleFieldStateType.Win)
- {
- }
- float delayTime = 0;
- public override void OnEnter()
- {
- for (int idx = 0; idx < mField.TeamFighters.Count; idx++)
- {
- if (mField.TeamFighters[idx].IsAlive)
- {
- mField.TeamFighters[idx].ForceIdle();
- }
- }
- if (mField.Battle.Recorder != null)
- {
- if (!mField.Battle.IsPlayRecord)
- {
- mField.Battle.Recorder.RecordBattleEnd(mField.IsWin);
- mField.Battle.RecorderStr = mField.Battle.Recorder != null ? mField.Battle.Recorder.RecordStr : null;
- delayTime = 0;
- }
- else
- {
- delayTime = 2;
- mField.Battle.Recorder.CalculateReplayResult();
- }
- }
- }
- 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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