2025-11-24 17:31:57 +08:00

69 lines
2.0 KiB
C#

using FSM;
using UnityEngine;
using ZXKFramework;
namespace DongWuYiXue.QiGuanChaGuan
{
public class BaoLuHuiYanState : FsmState<FSMManager>
{
bool isChaRu;
float chaRuValue;
Coroutine cor;
public override void OnStateEnter()
{
base.OnStateEnter();
this.Log("进入暴露会厌状态");
isChaRu = false;
chaRuValue = 0;
fsm.ShowCamera("暴露会厌_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<QiGuanChaGuan_Sensor>().isHuiYan)
{
chaRuValue = 1;
}
fsm.PlayClip("暴露会厌_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;
}
}
}