local gameActorState = require( "actor/gameActorState") local gameActorStatePlayerAssassinSmite = class('gameActorStatePlayerAssassinSmite', gameActorState) function gameActorStatePlayerAssassinSmite:ctor() gameActorStatePlayerAssassinSmite.super.ctor(self) end function gameActorStatePlayerAssassinSmite:Tick(dt, player) player.mCurrentActT = player.mCurrentActT-dt if 0 >= player.mCurrentActT and player.mIsConfirmed then if player.mActionHandler then player.mActionHandler:handleActionCompleted( player, global.MMO.ACTION_ASSASSIN_SMITE ) end end -- confirmed timeout if player.mCurrentActT <= -5.0 then player:SetConfirmed(true) end end function gameActorStatePlayerAssassinSmite:OnEnter(player) if player.mActionHandler then player.mActionHandler:handleActionBegin( player, global.MMO.ACTION_ASSASSIN_SMITE, player.mOrient, 0 ) end local clothID = player:GetAnimationID() local SkillPoxy = global.Facade:retrieveProxy(global.ProxyTable.Skill) local sex = player:GetValueByKey( global.MMO.BUFF_PLAYER_AVATAR_SEX ) or player:GetSexID() local defaultTime = SkillPoxy:GetSkillActionTime(global.MMO.ACTION_ASSASSIN_SMITE, clothID, sex) or global.MMO.DEFAULT_ASSASSIN_ATTACK_TIME local attackSpeed = player:GetAttackSpeed() if SkillPoxy:GetSkillActionSpeed(global.MMO.ANIM_ASSASSIN_SMITE) == 1 then attackSpeed = player:GetMagicSpeed() end local animTime = defaultTime / attackSpeed player.mCurrentActT = animTime player.mIsConfirmed = true -- reset some data player:SetAnimPrepare( 0.0 ) player:dirtyAnimFlag() end function gameActorStatePlayerAssassinSmite:OnExit(player) -- reset prepare time player:SetAnimPrepare(3) -- player:SetAnimAct(global.MMO.ANIM_READY) player:dirtyAnimFlag() end function gameActorStatePlayerAssassinSmite:ChangeState(newState, player, isTerminate) player.mCurrentState = newState return true end function gameActorStatePlayerAssassinSmite:GetStateID() return global.MMO.ACTION_ASSASSIN_ATTACK end return gameActorStatePlayerAssassinSmite