2024-04-11 01:55:35 -07:00
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using GadGame.Manager;
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using GadGame.Network;
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2024-04-22 02:10:49 -07:00
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using UnityEngine;
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2024-04-11 01:55:35 -07:00
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2024-04-15 04:10:00 -07:00
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namespace GadGame.State.MainFlowState
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{
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public class PassByState : State<MainFlow>
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{
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2024-06-19 02:32:17 -07:00
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public override void Enter()
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{
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2024-04-25 04:54:33 -07:00
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// await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
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2024-06-19 02:32:17 -07:00
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Runner.PlayPassByAnim.Raise(false);
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2024-04-11 01:55:35 -07:00
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}
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2024-04-15 04:10:00 -07:00
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public override void Update(float time)
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{
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2024-04-25 23:57:30 -07:00
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if(time < 2) return;
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2024-04-16 01:47:19 -07:00
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if (!UdpSocket.Instance.DataReceived.PassBy)
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2024-04-11 03:21:13 -07:00
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{
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2024-04-15 04:10:00 -07:00
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Runner.SetState<IdleState>();
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2024-04-11 03:21:13 -07:00
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return;
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}
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2024-04-25 04:54:33 -07:00
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2024-04-17 20:53:46 -07:00
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if (UdpSocket.Instance.DataReceived.Engage)
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{
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Runner.SetState<EngageState>();
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2024-04-22 02:10:49 -07:00
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2024-04-17 20:53:46 -07:00
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return;
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}
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2024-04-11 01:55:35 -07:00
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}
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public override void Exit()
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{
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}
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}
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}
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