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C#
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2025-09-19 17:28:05 +08:00
using FSM;
using System;
using System.Buffers;
using ZXKFramework;
namespace YiLiao.JingMaiLiuZhiZhen
{
public class GuDingSongQuanState : FsmState<FSMManager>
{
public override void OnStateEnter()
{
base.OnStateEnter();
fsm.ShowTip(0);
fsm.PlayBgm(0);
fsm.ShowCamera("HuanZheSongQuanState_Camera");
fsm.PlayClip("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȭ");
fsm.ShowSpeakPanel(new UnityEngine.Vector3(-220, 222),
"<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȭ<EFBFBD><C8AD>",
"<22><><EFBFBD><EFBFBD>ȭ", 2, 1, SpeakAction);
}
private void SpeakAction(int args1, string arg2)
{
fsm.ShowCamera("HuanZheSongQuanState_Camera2");
if (args1 == 1)
{
fsm.AddScore(1, 1);
}
else if (args1 == 0)
{
fsm.AddScore(0, 1);
}
else
{
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
}
fsm.PlayClip("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>", () => {
fsm.nextState = true;
});
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.nextState = false;
}
}
}