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- using Core.State;
- namespace GameLogic.Combat.Hero.State
- {
- public class CombatHeroStateBasic : IState
- {
- public CombatHeroEntity combatHeroEntity;
- protected IStateEnterData iStateEnterData;
- public CombatHeroStateBasic(CombatHeroEntity combatHeroEntity)
- {
- this.combatHeroEntity = combatHeroEntity;
- }
- public void Enter(IStateEnterData iStateEnterData)
- {
- this.iStateEnterData = iStateEnterData;
- ProEnter();
- }
- public void Update(float t)
- {
- ProUpdate(t);
- }
- public void Exit()
- {
- ProExit();
- }
- public virtual bool IsSwitch(IState nextState)
- {
- return true;
- }
- protected virtual void ProEnter()
- {
- }
- protected virtual void ProUpdate(float t)
- {
- }
- protected virtual void ProExit()
- {
- }
- protected virtual void ProDispose()
- {
- }
- public virtual bool IsUpdateLockTarget()
- {
- return true;
- }
- public void Dispose()
- {
- ProDispose();
- combatHeroEntity = null;
- }
- }
- }
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