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											2022-05-23 13:39:59 +00:00
										 |  |  |  | using System; | 
					
						
							|  |  |  |  | using System.Collections; | 
					
						
							|  |  |  |  | using System.Collections.Generic; | 
					
						
							|  |  |  |  | using UnityEngine; | 
					
						
							|  |  |  |  | 
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							|  |  |  |  | public class SoldierStateWin : BaseState<SoldierUnit> | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  |     public override void EnterState(Type pLastState) | 
					
						
							|  |  |  |  |     { | 
					
						
							|  |  |  |  |         base.EnterState(pLastState); | 
					
						
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							|  |  |  |  |         mMaster.SetACTrigger(SoldierACTrigger.TriggerWin); | 
					
						
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											2022-06-12 05:54:42 +00:00
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							|  |  |  |  |         ACSwitch[] tACs = mMaster.transform.GetComponents<ACSwitch>(); | 
					
						
							|  |  |  |  |         for (int i = 0; i < tACs.Length; i++) | 
					
						
							|  |  |  |  |         { | 
					
						
							|  |  |  |  |             tACs[i].IsOn = true; | 
					
						
							|  |  |  |  |         } | 
					
						
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											2022-05-23 13:39:59 +00:00
										 |  |  |  |     } | 
					
						
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							|  |  |  |  |     public override void ExecuteState(float pDeltaTime) | 
					
						
							|  |  |  |  |     { | 
					
						
							|  |  |  |  |         base.ExecuteState(pDeltaTime); | 
					
						
							|  |  |  |  |     } | 
					
						
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							|  |  |  |  |     public override void ExitState(Type pNextState) | 
					
						
							|  |  |  |  |     { | 
					
						
							|  |  |  |  |         base.ExitState(pNextState); | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | } |