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- using CombatLibrary.CombatLibrary.CombatCore.CustomizeTimeLogic.FxLogic;
- namespace GameLogic.Combat.Hero.State
- {
- public class MagicWeaponDieState: CombatHeroStateBasic
- {
- public MagicWeaponDieState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- protected override void ProEnter()
- {
- combatHeroEntity.GameObject.SetActive(false);
- TimeLineEventLogicGroupBasic timeLineEventLogicGroup =
- combatHeroEntity.combatHeroTimeLineControl.AddEventLogicGroup("die");
- if (timeLineEventLogicGroup != null)
- {
- timeLineEventLogicGroup.TimeLineUpdateEnd = delegate()
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
- };
- }
- else
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.XiuMian);
- }
- }
- }
- }
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