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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using GameLogic.Combat.CombatTool;
 
- namespace GameLogic.Combat.Hero.State
 
- {
 
-     public class CombatHeroDisappearState : CombatHeroStateBasic
 
-     {
 
-    
 
-         protected bool isSwitch = false;
 
-         private TimeLineEventLogicGroupBasic _timeLineEventLogicGroupBasic;
 
-         public CombatHeroDisappearState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
 
-         {
 
-         }
 
-         public override bool IsSwitch(IState nextState)
 
-         {
 
-             return isSwitch;
 
-         }
 
-         protected override void ProEnter()
 
-         {
 
-             isSwitch = false;
 
-             HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
 
-             harmReturnInfo.harmType = HarmType.SystemKo;
 
-             combatHeroEntity.HeroDie(harmReturnInfo);
 
-             TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
 
-                 combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("xiaoshi");
 
-             if (timeLineEventLogicGroup != null)
 
-             {
 
-                 timeLineEventLogicGroup.TimeLineUpdateEnd = delegate
 
-                 {
 
-                     CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
 
-                 };
 
-             }
 
-             else
 
-             {
 
-                
 
-                 CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
 
-             }
 
-             // combatHeroEntity.Dispose();
 
-         }
 
-         protected override void ProExit()
 
-         {
 
-             _timeLineEventLogicGroupBasic?.BreakTimeLine(combatHeroEntity);
 
-         }
 
-     }
 
- }
 
 
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