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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- using GameLogic.Combat.CombatTool;
- namespace GameLogic.Combat.Hero.State
- {
- public class CombatHeroDisappearState : CombatHeroStateBasic
- {
-
- protected bool isSwitch = false;
- private TimeLineEventLogicGroupBasic _timeLineEventLogicGroupBasic;
- public CombatHeroDisappearState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- public override bool IsSwitch(IState nextState)
- {
- return isSwitch;
- }
- protected override void ProEnter()
- {
- isSwitch = false;
- HarmReturnInfo harmReturnInfo = new HarmReturnInfo();
- harmReturnInfo.harmType = HarmType.SystemKo;
- combatHeroEntity.HeroDie(harmReturnInfo);
- TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
- combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("xiaoshi");
- if (timeLineEventLogicGroup != null)
- {
- timeLineEventLogicGroup.TimeLineUpdateEnd = delegate
- {
- CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
- };
- }
- else
- {
-
- CombatController.currActiveCombat.CombatHeroController.RemoveDieHero(combatHeroEntity);
- }
- // combatHeroEntity.Dispose();
- }
- protected override void ProExit()
- {
- _timeLineEventLogicGroupBasic?.BreakTimeLine(combatHeroEntity);
- }
- }
- }
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