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- using UnityEngine;
- using System.Collections;
- public class VersusBattleFieldStateInterlude : VersusBattleFieldState
- {
- public static VersusBattleFieldState Creator(VersusBattleField field)
- {
- return new VersusBattleFieldStateInterlude(field);
- }
- public VersusBattleFieldStateInterlude(VersusBattleField field)
- :base(field, VersusBattleFieldStateType.Interlude)
- {
- }
- public override void OnEnter()
- {
- BattleMgr.Instance.PerformStartCamera(mField.battleInfo.CamCfgList,true);
- }
- public override void OnLeave()
- {
-
- }
- public override void Update(float deltaTime)
- {
- mField.Battle.FighterMgr.FixedUpdate(deltaTime);
- UpdateTriggers();
- if (BattleMgr.Instance.IsCameraDoingStart)
- return;
- ChangeState(VersusBattleFieldStateType.StartingFight);
- }
- public override void OnDataChanged()
- {
-
- }
- void UpdateTriggers()
- {
- //if (mField.Battle.BattleScene.SceneTriggers != null)
- // foreach (var t in mField.Battle.BattleScene.SceneTriggers)
- // foreach (var fighter in mField.Battle.FighterMgr.Fighters)
- // t.TryTriggerFighter(fighter);
- }
- }
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