private static void CheckNextBattleState(BattleCutPhase iPhase) { if (iPhase != BattleCutPhase.DayBattle) { if (iPhase != BattleCutPhase.NightBattle) { return; } StateBattleCutBattle stateBattleCutBattle = BattleCutManager._listBattleCutState.get_Item(2) as StateBattleCutBattle; stateBattleCutBattle.isNightCombat = true; } else { StateBattleCutBattle stateBattleCutBattle2 = BattleCutManager._listBattleCutState.get_Item(2) as StateBattleCutBattle; stateBattleCutBattle2.isNightCombat = false; } }
private static void CheckNextBattleState(BattleCutPhase iPhase) { switch (iPhase) { case BattleCutPhase.DayBattle: { StateBattleCutBattle stateBattleCutBattle2 = _listBattleCutState[2] as StateBattleCutBattle; stateBattleCutBattle2.isNightCombat = false; break; } case BattleCutPhase.NightBattle: { StateBattleCutBattle stateBattleCutBattle = _listBattleCutState[2] as StateBattleCutBattle; stateBattleCutBattle.isNightCombat = true; break; } } }