using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic; namespace GameLogic.Combat.Hero.State { public class MagicWeaponDieState: CombatHeroStateBasic { public MagicWeaponDieState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity) { } protected override void ProEnter() { combatHeroEntity.GameObject.SetActive(false); TimeLineEventLogicGroupBasic timeLineEventLogicGroup = combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("die"); if (timeLineEventLogicGroup != null) { timeLineEventLogicGroup.TimeLineUpdateEnd = delegate() { combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian); }; } else { combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian); } } } }