AkiraPixelWind/Assets/Scripts/Main/Procedure/ProcedureInGame.cs

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C#
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2023-01-05 18:32:58 +08:00
using Axibug.Fsm;
using Axibug.Procedure;
using Axibug.Runtime;
using Game;
using ProcedureBase = Axibug.Procedure.ProcedureBase;
public class ProcedureInGame : ProcedureBase
{
//<2F><><EFBFBD><EFBFBD>һЩ<D2BB>ȸ<EFBFBD><C8B8><EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD>صIJ<D8B5><C4B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
Log.Debug("ProcedureInGame::OnEnter");
GamePlayEntry.MainPlayer.InGame = true;
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GamePlayEntry.UI.OpenUI<MainUI>();
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//GamePlayEntry.UI.OpenUI<PlayMotionHistoryUI>();
GamePlayEntry.UI.OpenUI<ScenesTipsUI>(eUINodeType.NodeUI,"<22><><EFBFBD><EFBFBD>-<2D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>581g", "Planet - Gliese 581 g");
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}
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
{
base.OnLeave(procedureOwner, isShutdown);
}
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
//ChangeState<ProcedureScenesLoad>(procedureOwner);
//TODO
}
}