using FSM; using UnityEngine; using ZXKFramework; namespace DongWuYiXue.QiGuanChaGuan { public class BingLiXinXiState : FsmState { public override void OnStateEnter() { base.OnStateEnter(); this.Log("进入病例信息状态"); if (fsm.main_gameModel.modeType == ModeType.KaoHe) { LLM llm = ChatAI.Instance.m_ChatSettings.m_ChatModel; ChatZxkAI chatZxkAI = llm as ChatZxkAI; chatZxkAI.mode = "考核模式"; GameObject.Find("ChatAI/AICanvas").SetActive(false); GameManager.Instance.uiManager.ShowUI(); GameManager.Instance.uiManager.GetUI().callback = () => { fsm.ShowTip(0, true); fsm.ShowCamera("病例信息1_Camera"); fsm.PlayClip("病例信息_TimeLine", () => { fsm.nextState = true; }); }; } else if (fsm.main_gameModel.modeType == ModeType.ShiXun) { LLM llm = ChatAI.Instance.m_ChatSettings.m_ChatModel; ChatZxkAI chatZxkAI = llm as ChatZxkAI; chatZxkAI.mode = "实训模式"; fsm.ShowTip(0, true); fsm.ShowCamera("病例信息1_Camera"); fsm.PlayClip("病例信息_TimeLine", () => { fsm.nextState = true; }); } } public override void OnStateStay() { base.OnStateStay(); } public override void OnStateExit() { base.OnStateExit(); fsm.nextState = false; } } }