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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- public class VersusBattleFieldStateFailed : VersusBattleFieldState
- {
- public static VersusBattleFieldState Creator(VersusBattleField field)
- {
- return new VersusBattleFieldStateFailed(field);
- }
- public VersusBattleFieldStateFailed(VersusBattleField field)
- : base(field, VersusBattleFieldStateType.Failed)
- {
- }
- float delayTime = 3;
- public override void OnEnter()
- {
- delayTime = 0;
- }
- public override void OnLeave()
- {
- Dispose();
- }
- public override void Update(float deltaTime)
- {
- delayTime -= deltaTime;
- mField.Battle.FighterMgr.FixedUpdate(deltaTime);
- if (delayTime <= 0)
- {
- ChangeState(VersusBattleFieldStateType.End);
- }
- }
- public override void OnDataChanged()
- {
- }
- void Dispose()
- {
- List<Fighter> fighters = mField.EnemyFighters;
- for (int i = fighters.Count -1; i >= 0; i--)
- {
- Fighter fighter = fighters[i];
- if (fighter.IsAlive)
- {
- fighter.Dispose();
- }
- }
- }
- }
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