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- using GameLogic.Combat.CombatTool;
- namespace GameLogic.Combat.CombatState
- {
- public class CombatFinishState : CombatStateBasic
- {
- public CombatFinishState(CombatController combatController) : base(combatController)
- {
- }
- protected override void ProEnter()
- {
- CombatHeroEntity[] heros= CombatController.CombatHeroController.GetHero(false,out int c);
- for (int i = 0; i <c; i++)
- {
- CombatHeroEntity h = heros[i];
- h.combatHeroTimeLineControl.ClearUpdateLogic();
-
- }
- heros= CombatController.CombatHeroController.GetHero(true,out c);
- for (int i = 0; i < c; i++)
- {
- CombatHeroEntity h = heros[i];
- h.combatHeroTimeLineControl.ClearUpdateLogic();
- }
- CombatController.MagicWeaponCombatSence.CloseSecene();
- }
- }
- }
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