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@@ -57,17 +57,19 @@ namespace GameLogic.Combat.CombatTool
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public float combatTime;
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public float combatTime;
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public CombatHeroEntity playerHeroEntity;
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public CombatHeroEntity playerHeroEntity;
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-
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+ public bool isWin;
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+
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public CombatStateBasic CurrState
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public CombatStateBasic CurrState
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{
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{
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get { return stateControl.CurrIState as CombatStateBasic; }
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get { return stateControl.CurrIState as CombatStateBasic; }
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}
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}
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-
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public async CTask InitCombat(StartCombatInfo startCombatInfo)
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public async CTask InitCombat(StartCombatInfo startCombatInfo)
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{
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{
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combatTime = 0;
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combatTime = 0;
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+ isWin = false;
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+ IsGameOver = false;
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CombatReportManager.Instance.Clear();
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CombatReportManager.Instance.Clear();
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// CombatGuideManager.Instance.Init();
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// CombatGuideManager.Instance.Init();
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TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
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TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
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@@ -81,6 +83,8 @@ namespace GameLogic.Combat.CombatTool
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stateControl.AddState("idle", new CombatIdleState(this));
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stateControl.AddState("idle", new CombatIdleState(this));
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stateControl.AddState("update", new CombatUpdateState(this));
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stateControl.AddState("update", new CombatUpdateState(this));
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stateControl.AddState("fight", new CombatFightState(this));
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stateControl.AddState("fight", new CombatFightState(this));
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+ stateControl.AddState("combatfinish", new CombatFinishState(this));
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+
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MagicWeaponCombatSence = new MagicWeaponCombatSence();
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MagicWeaponCombatSence = new MagicWeaponCombatSence();
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MagicWeaponCombatSence.Init();
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MagicWeaponCombatSence.Init();
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if (CombatSenceController == null)
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if (CombatSenceController == null)
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@@ -136,7 +140,7 @@ namespace GameLogic.Combat.CombatTool
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public void Update(float t)
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public void Update(float t)
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{
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{
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CombatGestureController.Instance.Update();
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CombatGestureController.Instance.Update();
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- if (!isUpdate || _isFullUIShow||IsGameOver)
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+ if (!isUpdate || _isFullUIShow)
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{
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{
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return;
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return;
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}
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}
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@@ -170,7 +174,9 @@ namespace GameLogic.Combat.CombatTool
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public void GameOver(bool isWin)
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public void GameOver(bool isWin)
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{
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{
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+ this.isWin = isWin;
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IsGameOver = true;
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IsGameOver = true;
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+ ChangeState("combatfinish");
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combatFinish?.Invoke(isWin);
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combatFinish?.Invoke(isWin);
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}
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}
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