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							- 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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