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using FSM;
using UnityEngine;
using ZXKFramework;
namespace DongWuYiXue.DaoNiaoShu
{
public class LianJieJiNiaoDaiState : FsmState<FSMManager>
{
bool isLianJie = false;
Coroutine cor;
public override void OnStateEnter()
{
base.OnStateEnter();
this.Log("˝řČëÁŹ˝ÓźŻÄň´ü×´ĚŹ");
fsm.Show("ÁŹ˝ÓźŻÄň´ü");
isLianJie = false;
fsm.ShowTip(0);
fsm.PlayBgm(0);
fsm.ShowCamera("ÁŹ˝ÓźŻÄň´ü1_Camera");
cor = Game.Instance.IEnumeratorManager.Run(5.0f, () =>
{
isLianJie = true;
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
{
fsm.AddScore(2, 0);
}
});
}
public override void OnStateStay()
{
base.OnStateStay();
if (isLianJie)
{
isLianJie = false;
fsm.ShowCamera("ÁŹ˝ÓźŻÄň´ü2_Camera");
fsm.PlayClip("ÁŹ˝ÓźŻÄň´ü_TimeLine", () =>
{
fsm.nextState = true;
});
}
}
public override void OnStateExit()
{
base.OnStateExit();
if (null != cor)
{
Game.Instance.IEnumeratorManager.Stop(cor);
cor = null;
}
isLianJie = false;
fsm.nextState = false;
}
}
}