56 lines
1.3 KiB
C#
56 lines
1.3 KiB
C#
namespace Gameplay.Summon
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{
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using LTGame;
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public class BaseSummonState : NBaseState
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{
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public readonly BaseSummon owner;
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public BaseSummonState(BaseSummon owner, int id) : base(id)
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{
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this.owner = owner;
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}
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protected virtual void _OnPreCheck()
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{
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if (owner.runtimeData.remainExistTime <= 0)
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{
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isFinished = true;
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nextState = ESummonState.WaitRemove;
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return;
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}
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if (owner.statusData.canBeAttack && owner.aliveData.currentHp <= 0)
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{
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isFinished = true;
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owner.statusData.isDead = true;
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nextState = ESummonState.WaitRemove;
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}
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}
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public override void Run(float dt)
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{
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if (isFinished) return;
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deltaTime = dt;
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passTime += deltaTime;
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_OnPreCheck();
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if (isFinished) return;
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_OnRunning();
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}
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protected override void _OnEnter(NBaseState exitState, object param)
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{
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}
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protected override void _OnExit(NBaseState exitState, object param)
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{
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}
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protected override void _OnRunning()
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{
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}
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}
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}
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