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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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