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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using GameLogic.Combat.CombatTool;
 
- namespace GameLogic.Combat.Hero.State
 
- {
 
-     public class CombatHeroDieState : CombatHeroStateBasic
 
-     {
 
-         public float resurrectionTime;
 
-         protected bool isStartResurrection;
 
-         protected bool isSwitch = false;
 
-  
 
-         public CombatHeroDieState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
 
-         {
 
-             
 
-         }
 
-         public override bool IsSwitch(IState nextState)
 
-         {
 
-             return isSwitch;
 
-         }
 
-         
 
-         
 
-         protected override void ProEnter()
 
-         {
 
-        
 
-             isSwitch = false;
 
-             resurrectionTime = 0;
 
-             TimeLineEventLogicGroupBasic timeLineEventLogicGroup=combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("die");
 
-           
 
-             if (timeLineEventLogicGroup != null)
 
-             {
 
-                 timeLineEventLogicGroup.TimeLineUpdateEnd = delegate
 
-                 {
 
-                     if (combatHeroEntity.IsEnemy)
 
-                     {
 
-                         CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
 
-                     }
 
-                     else
 
-                     {
 
-                         isStartResurrection = true;
 
-                         combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("die_idle");
 
-                     }
 
-                 };
 
-                
 
-             }
 
-             else
 
-             {
 
-                 if (combatHeroEntity.IsEnemy)
 
-                 {
 
-                     CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
 
-                 }
 
-                 else
 
-                 {
 
-                     isStartResurrection = true;
 
-                     combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("die_idle");
 
-                 }
 
-             }
 
-            
 
-             // combatHeroEntity.Dispose();
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-             if (isStartResurrection)
 
-             {
 
-                 resurrectionTime += t;
 
-                 if (resurrectionTime > 60)
 
-                 {
 
-                     isSwitch = true;
 
-                     isStartResurrection = false;
 
-                     resurrectionTime = 0;
 
-                     combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Resurrection);
 
-                 }
 
-             }
 
-           
 
-         }
 
-     }
 
- }
 
 
  |