local gameActorState = require( "actor/gameActorState") local gameActorStatePlayerSkill = class('gameActorStatePlayerSkill', gameActorState) function gameActorStatePlayerSkill:ctor() gameActorStatePlayerSkill.super.ctor(self) end function gameActorStatePlayerSkill: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_SKILL ) end end -- confirmed timeout if player.mCurrentActT <= -5.0 then player:SetConfirmed(true) end end function gameActorStatePlayerSkill:OnEnter(player) if player.mActionHandler then player.mActionHandler:handleActionBegin( player, global.MMO.ACTION_SKILL, player.mOrient, 0 ) end local animTime = player:GetMagicStepTime() / player:GetMagicSpeed() player.mAnimTime = animTime player.mCurrentActT = animTime player:SetConfirmed(true) -- reset some data player:SetAnimPrepare( 0.0 ) player:dirtyAnimFlag() end function gameActorStatePlayerSkill:OnExit(player) -- reset prepare time player:SetAnimPrepare(3) -- player:SetAnimAct(global.MMO.ANIM_READY) player:dirtyAnimFlag() end function gameActorStatePlayerSkill:ChangeState(newState, player, isTerminate) player.mCurrentState = newState return true end function gameActorStatePlayerSkill:GetStateID() return global.MMO.ACTION_SKILL end return gameActorStatePlayerSkill