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							- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
 
- using GameLogic.Combat.CombatTool;
 
- using GameLogic.Combat.CombatType;
 
- using UnityEngine;
 
- namespace GameLogic.Combat.Hero.State
 
- {
 
-     /// <summary>
 
-     /// 英雄复活状态
 
-     /// </summary>
 
-     public class CombatResurrectionState : CombatHeroStateBasic
 
-     {
 
-         public CombatResurrectionState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
 
-         {
 
-         }
 
-         protected override void ProEnter()
 
-         {
 
-             
 
-             TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic =
 
-                 combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("die_up");
 
-             if (timeLineEventLogicGroupBasic != null)
 
-             {
 
-                 timeLineEventLogicGroupBasic.TimeLineUpdateEnd = delegate
 
-                 {
 
-                   
 
-                     CombatController.currActiveCombat.CombatHeroController.ResurrectionDieHero(combatHeroEntity);
 
-                    
 
-                 };
 
-             }
 
-             else
 
-             {
 
-  
 
-                 CombatController.currActiveCombat.CombatHeroController.ResurrectionDieHero(combatHeroEntity);
 
-             
 
-             }
 
-         }
 
-         protected override void ProUpdate(float t)
 
-         {
 
-         }
 
-     }
 
- }
 
 
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