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- using UnityEngine;
- using System.Collections;
- public class TimeBattleStateBattle : TimeBattleState
- {
- public static TimeBattleStateBattle Creator(TimeBattle battle)
- {
- return new TimeBattleStateBattle(battle);
- }
- public TimeBattleStateBattle(TimeBattle battle):
- base(battle,TimeBattleStateType.Battle)
- {
- }
- public override void OnEnter()
- {
- BattleCamera.Instance.Initialize(mBattle);
- MusicMgr.Instance.PlayBGMusic(mBattle.BgMusic);
- BattleMgr.Instance.SetBattleCamera();
- mBattle.Fight();
- }
- public override void Update(float deltaTime)
- {
- if (mBattle.CurBattleField != null)
- {
- #if PROFILE
- UnityEngine.Profiling.Profiler.BeginSample("mBattle.CurrentBattleField update");
- #endif
- mBattle.CurBattleField.Update(deltaTime);
- #if PROFILE
- UnityEngine.Profiling.Profiler.EndSample();
- #endif
- if (mBattle.CurBattleField.Result == FightingResult.Peace)
- {
- ChangeState(TimeBattleStateType.End);
- BattleMgr.Instance.OnBattleForceStop(true);
- return;
- }
- if (mBattle.CurBattleField.IsIdleState)
- {
- if(mBattle.CurBattleField.Result == FightingResult.Win)
- {
- ChangeState(TimeBattleStateType.BattleWin);
- }
- else if(mBattle.CurBattleField.Result == FightingResult.Failed)
- {
- ChangeState(TimeBattleStateType.BattleFailed);
- }
- }
- }
- else
- {
- ChangeState(TimeBattleStateType.End);
- }
- }
- public override void OnLeave()
- {
-
- }
- }
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