2022-05-23 13:39:59 +00:00
										 
									 
								 
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								using System;
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								using System.Collections;
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								using System.Collections.Generic;
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								using UnityEngine;
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								public class SoldierStateDead : BaseState<SoldierUnit>
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								{
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								    public override void EnterState(Type pLastState)
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								    {
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								        base.EnterState(pLastState);
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								        mMaster.SetACTrigger(SoldierACTrigger.TriggerDie);
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											2022-05-24 15:07:04 +00:00
										 
									 
								 
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								        ObjectSwitch[] tOSs = mMaster.transform.GetComponents<ObjectSwitch>();
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								        for (int i = 0; i < tOSs.Length; i++)
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								        {
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								            tOSs[i].IsOn = false;
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								        }
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											2022-05-23 13:39:59 +00:00
										 
									 
								 
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								    }
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								    public override void ExecuteState(float pDeltaTime)
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								    {
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								        base.ExecuteState(pDeltaTime);
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								    }
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								    public override void ExitState(Type pNextState)
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								    {
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								        base.ExitState(pNextState);
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								    }
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								}
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