using FSM; using System.Buffers; using UnityEngine; using ZXKFramework; namespace DongWuYiXue.DaoNiaoShu { public class TiWeiState : FsmState { public override void OnStateEnter() { base.OnStateEnter(); this.Log("进入体位状态"); fsm.Show("女助手文字位置"); fsm.ShowCamera("体位_Camera"); fsm.ShowTip(0); fsm.PlayBgm(0); fsm.ShowSpeakPanel(new Vector3(-25f, 85f), "请助手将宠物犬体位摆放为右侧卧位", "右侧卧位", 2, 1, SpeakAction); } private void SpeakAction(int arg1, string arg2) { switch (arg1) { case 0: fsm.AddScore(0, 0); break; case 1: if (fsm.main_gameModel.modeType == ModeType.ShiXun) { fsm.AddScore(5, 0); } if (fsm.main_gameModel.modeType == ModeType.KaoHe) { fsm.AddScore(1, 0); } break; case 2: Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true }); break; default: break; } fsm.PlayClip("体位_TimeLine", () => { fsm.nextState = true; }); } public override void OnStateStay() { base.OnStateStay(); } public override void OnStateExit() { base.OnStateExit(); fsm.Hide("女助手文字位置"); fsm.nextState = false; } } }