using FSM; using System; using System.Buffers; using ZXKFramework; namespace YiLiao.JingMaiLiuZhiZhen { public class JieShiState : FsmState { public override void OnStateEnter() { base.OnStateEnter(); fsm.ShowCamera("JieShiState_Camera"); fsm.PlayBgm(0); fsm.ShowTip(0); fsm.PlayClip("解释"); fsm.ShowSpeakPanel(new UnityEngine.Vector3(-220, 222), "您好,王丽。一会需要给您扎一个留置针,最主要目的是建立一个给药的通道,这样等医生开的药配好后,就可以直接接过来输注。这个管子可以在血管里安全保留几天,避免反复穿刺,扎针进去的那一下,有一点刺痛感,您别太担心。我们会尽量轻一点。", "保留几天", 2, 1, SpeakAction); } private void SpeakAction(int args1, string arg2) { if (args1 == 1) { fsm.AddScore(2, 1); } else if (args1 == 0) { fsm.AddScore(0, 1); } else { Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true }); } fsm.PlayClip("解释2", () => { fsm.nextState = true; }); } public override void OnStateExit() { base.OnStateExit(); fsm.nextState = false; } } }