| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354 | using System;using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;namespace GameLogic.Combat.Hero{    public class CombatHeroTimeLineControl : IDisposable    {        public TimeLienData TimeLineData        {            get { return _timeLineData; }        }        public TimeLienData _timeLineData;        private BetterList<TimeLineEventLogicGroupBasic> _currRunEventLogicGroupList =            new BetterList<TimeLineEventLogicGroupBasic>();        public void Init(TimeLienData timeLienData)        {            _timeLineData = timeLienData;        }        public void AddEventLogicGroup(TimeLineEventLogicGroupBasic eventLogicGroup)        {            _currRunEventLogicGroupList.Add(eventLogicGroup);        }        public void RemoveEventLogicGroup(TimeLineEventLogicGroupBasic eventLogicGroup)        {            _currRunEventLogicGroupList.Remove(eventLogicGroup);        }        public void Update(float deltaTime)        {            for (int i = 0; i < _currRunEventLogicGroupList.size; i++)            {                TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic = _currRunEventLogicGroupList[i];                bool isEnd = timeLineEventLogicGroupBasic.Update(deltaTime);                if (isEnd)                {                    timeLineEventLogicGroupBasic.UpdateEndFinish();                    _currRunEventLogicGroupList.RemoveAt(i);                    i--;                }            }        }        public void Dispose()        {            _currRunEventLogicGroupList.Clear();            _timeLineData = null;        }    }}
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