| 1234567891011121314151617181920212223242526272829 | 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);            }        }    }}
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