| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546 | 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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