using UnityEngine; public class MerchantAppear : State { public override void Enter() { Owner.Excutor.IsBattleReady = false; Debug.Assert(Owner.Excutor.SkeletonAnimation.TryGetAnimation("warp_in", out Spine.Animation _), "wrap_in animation not exist"); Owner.Excutor.SkeletonAnimation.AnimationState.SetAnimation(0, "warp_in", false); } public override void Excute() { var trackEntry = Owner.Excutor.SkeletonAnimation.AnimationState.GetCurrent(0); if (trackEntry is null || trackEntry.IsComplete) Owner.ChangeState(); } }