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FloorState.cs
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FloorState.cs
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using Cysharp.Threading.Tasks;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FloorState : State
{
async public virtual UniTask OnHitElementAsync(Element element) { }
async public virtual UniTask OnTurnEndAsync() { }
}
class NoneCover : FloorState
{
async public override UniTask OnHitElementAsync(Element element)
{
switch (element)
{
case Element.Fire:
break;
case Element.Ice:
break;
case Element.Water:
owner.SetState(new WaterCover(this));
case Element.Thunder:
break;
case Element.Oil:
break;
case Element.None:
break;
}
}
}
class WaterCover : FloorState
{
public override UniTask OnHitElementAsync(Element element)
{
switch (element)
{
case Element.Fire:
break;
case Element.Ice:
break;
case Element.Water:
break;
case Element.Thunder:
break;
case Element.Oil:
break;
case Element.None:
break;
}
}
}
class OilCover : FloorState
{
public override UniTask OnHitElementAsync(Element element)
{
switch (element)
{
case Element.Fire:
break;
case Element.Ice:
break;
case Element.Water:
break;
case Element.Thunder:
break;
case Element.Oil:
break;
case Element.None:
break;
}
}
}
class FireCover : FloorState
{
public override UniTask OnHitElementAsync(Element element)
{
switch (element)
{
case Element.Fire:
break;
case Element.Ice:
break;
case Element.Water:
break;
case Element.Thunder:
break;
case Element.Oil:
break;
case Element.None:
break;
}
}
}