using FSM; using UnityEngine; using ZXKFramework; namespace DongWuYiXue.QiGuanChaGuan { public class BaoLuHuiYanState : FsmState { bool isChaRu; float chaRuValue; Coroutine cor; public override void OnStateEnter() { base.OnStateEnter(); this.Log("½ψΘ뱩¢»αΡαΧ΄Μ¬"); isChaRu = false; chaRuValue = 0; fsm.ShowCamera("±©ΒΆ»αΡα_Camera"); fsm.ShowTip(1); fsm.PlayBgm(1); //cor = Game.Instance.IEnumeratorManager.Run(3.0f, () => //{ isChaRu = true; //}); } public override void OnStateStay() { base.OnStateStay(); if (isChaRu) { //if (Input.GetKeyDown(KeyCode.L)) //{ // chaRuValue = 1; //} if (GameManager.Instance.senSor.GetSensor().isHuiYan) { chaRuValue = 1; } fsm.PlayClip("±©ΒΆ»αΡα_TimeLine", null, chaRuValue); if (chaRuValue >= 1.0f) { if (fsm.main_gameModel.modeType == ModeType.ShiXun) { fsm.AddScore(6, 0); } if (fsm.main_gameModel.modeType == ModeType.KaoHe) { fsm.AddScore(6, 0); } isChaRu = false; chaRuValue = 0; fsm.nextState = true; } } } public override void OnStateExit() { base.OnStateExit(); chaRuValue = 0; isChaRu = false; if (null != cor) { Game.Instance.IEnumeratorManager.Stop(cor); cor = null; } fsm.nextState = false; } } }