using FSM; using System; using System.Buffers; using ZXKFramework; namespace YiLiao.JingMaiLiuZhiZhen { public class ZaiCiQueRenState : FsmState { public override void OnStateEnter() { base.OnStateEnter(); fsm.ShowCamera("ZaiCiQueRenState_Camera"); fsm.PlayClip("再次确认", () => { fsm.ShowTip(0); fsm.PlayBgm(0); fsm.ShowSpeakPanel(new UnityEngine.Vector3(267, 366), "一致,执行。", "一致", 0, 1, SpeakAction); }); } private void SpeakAction(int arg1, string arg2) { if (arg1 == 1) { fsm.AddScore(1, 1); } else if (arg1 == 0) { fsm.AddScore(0, 1); } else { Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true }); } fsm.PlayClip("再次确认Reset", () => { fsm.nextState = true; }); } public override void OnStateExit() { base.OnStateExit(); fsm.nextState = false; } } }