using System; using System.Guide; using Framework.Audio; using Framework.FSMLite; using Framework.UI; using Game.Component; using Game.Data; using UnityEngine; using Views; namespace Game.FsmNode { public class GameFight : StateMachine { // 基础战斗引导 // ReSharper disable once MemberCanBePrivate.Global public const string FightGuideTable = "FightGuide"; // ReSharper disable once MemberCanBePrivate.Global public const string GodEyeGuideTable = "GodEyeGuide"; public static string GroupName = typeof(GameFight).FullName; protected override async void OnEnter (params object[] args) { UIManager.Instance.OpenView (UIPanel.GamePanel); CameraEffectUtils.Instance.SetAberration (0f , 0.5f); CameraEffectUtils.Instance.SetGameCamBlur (0f , 0.5f , null); MapContent.Instance.IsActiveGame = true; // MapContent.Instance.Pathfinder. AudioManager.Instance.PlayBGM (BgmAudio.FightingBgm); var globalData = RoomManager.Instance.RoomGlobalData; } protected override void OnExit () { UIManager.Instance.CloseView (UIPanel.GamePanel); MapContent.Instance.IsActiveGame = false; // MapContent.Instance.Pathfinder.PausePathfinding (); } } }