using UnityEngine;
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public class Idle_0 : SMB_Base
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{
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private float m_LastDanceTime;
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protected override void OnEnter(GActor owner, Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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base.OnEnter(owner, animator, stateInfo, layerIndex);
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m_LastDanceTime = Time.time;
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}
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protected override void OnUpdate(GActor owner, Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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base.OnUpdate(owner, animator, stateInfo, layerIndex);
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GA_Pet _pet = owner as GA_Pet;
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if (_pet != null)
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{
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if (Time.time - m_LastDanceTime > GeneralConfig.Instance.PetDanceInterval)
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{
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_pet.Play(GAStaticDefine.State_Dance);
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m_LastDanceTime = Time.time;
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}
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}
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}
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protected override void OnExit(GActor owner, Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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base.OnExit(owner, animator, stateInfo, layerIndex);
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}
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}
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