using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; using GameLogic.Combat.CombatTool; using GameLogic.Combat.CombatType; using UnityEngine; namespace GameLogic.Combat.Hero.State { /// /// 英雄复活状态 /// public class CombatResurrectionState : CombatHeroStateBasic { public CombatResurrectionState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity) { } protected override void ProEnter() { TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic = combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("die_up"); if (timeLineEventLogicGroupBasic != null) { timeLineEventLogicGroupBasic.TimeLineUpdateEnd = delegate { CombatController.currActiveCombat.CombatHeroController.ResurrectionDieHero(combatHeroEntity); }; } else { CombatController.currActiveCombat.CombatHeroController.ResurrectionDieHero(combatHeroEntity); } } protected override void ProUpdate(float t) { } } }