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C#
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using FSM;
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using ZXKFramework;
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namespace DongWuYiXue.QiGuanChaGuan
{
public class BingLiXinXiState : FsmState<FSMManager>
{
public override void OnStateEnter()
{
base.OnStateEnter();
this.Log("<22><><EFBFBD><EFBFBD><EBB2A1><EFBFBD><EFBFBD>Ϣ״̬");
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if (fsm.main_gameModel.modeType == ModeType.KaoHe)
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{
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GameManager.Instance.uiManager.ShowUI<StartKaoHePanel>();
GameManager.Instance.uiManager.GetUI<StartKaoHePanel>().callback = () =>
{
fsm.ShowTip(0, true);
fsm.ShowCamera("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ1_Camera");
fsm.PlayClip("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ_TimeLine", () =>
{
fsm.nextState = true;
});
};
}
else if (fsm.main_gameModel.modeType == ModeType.ShiXun)
{
fsm.ShowTip(0, true);
fsm.ShowCamera("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ1_Camera");
fsm.PlayClip("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ_TimeLine", () =>
{
fsm.nextState = true;
});
}
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}
public override void OnStateStay()
{
base.OnStateStay();
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.nextState = false;
}
}
}