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- using UnityEngine;
- using System.Collections;
- public class TimeBattleStateFailed : TimeBattleState
- {
- public static TimeBattleStateFailed Creator(TimeBattle battle)
- {
- return new TimeBattleStateFailed(battle);
- }
- public TimeBattleStateFailed(TimeBattle battle):
- base(battle,TimeBattleStateType.BattleFailed)
- {
- }
- float mWaitTime = 0;
- public override void OnEnter()
- {
- mWaitTime = 1;
- BattleMgr.Instance.OnBattleFailed(false,mBattle.BossLife,mBattle.BossSp);
- }
- public override void Update(float deltaTime)
- {
- mBattle.FighterMgr.FixedUpdate(deltaTime);
- mWaitTime -= deltaTime;
- if (mWaitTime <= 0)
- ChangeState(TimeBattleStateType.End);
- }
- public override void OnLeave()
- {
-
- }
- }
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