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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using GameLogic.Combat.CombatTool;
- namespace GameLogic.Combat.Hero.State
- {
- public class CombatHeroDieState : CombatHeroStateBasic
- {
- public CombatHeroDieState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- protected override void ProEnter()
- {
- TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
- combatHeroEntity.combatHeroTimeLineControl.TimeLineData
- .GetTimeLineEventLogicGroup<TimeLineEventLogicGroupBasic>("die", null);
- if (timeLineEventLogicGroup != null)
- {
- timeLineEventLogicGroup.SetCombatInfo(combatHeroEntity, null, null, new TriggerData(), null);
- timeLineEventLogicGroup.TimeLineUpdateEnd = delegate
- {
- CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
- };
- combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup(timeLineEventLogicGroup);
- }
- else
- {
- CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
- }
-
- // combatHeroEntity.Dispose();
- }
- }
- }
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