using LTGame; namespace Gameplay.Vehicle { public class BatteryStateAttackEnd : BaseBaterryState { private float _waitTime; public BatteryStateAttackEnd(BaseBattery owner) : base(owner, EBatteryState.AttackEnd) { } protected override void _OnEnter(NBaseState exitState, object param) { base._OnEnter(exitState, param); _waitTime = owner.owner.fightData.attackEndTime; } protected override void _OnRunning() { base._OnRunning(); if (passTime >= _waitTime) { isFinished = true; nextState = EBatteryState.Idle; } } } }