local gameActorState = require( "actor/gameActorState") local gameActorStateMonsterCave = class('gameActorStateMonsterCave', gameActorState) function gameActorStateMonsterCave:ctor() gameActorStateMonsterCave.super.ctor(self) end function gameActorStateMonsterCave:Tick(dt, monster) if not monster.mIsArrived then monster.mCurrentActT = monster.mCurrentActT-dt if monster.mCurrentActT <= 0.00001 then monster:SetIsArrived(true) monster.mActionHandler:handleActionCompleted( monster, global.MMO.ACTION_CAVE ) end end end function gameActorStateMonsterCave:OnEnter( monster) monster:dirtyAnimFlag() monster:SetIsArrived(false) monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration(monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_BORN ) monster.mActionHandler:handleActionBegin( monster, global.MMO.ACTION_CAVE, monster.mOrient, 0 ) end function gameActorStateMonsterCave:OnExit( actor) end function gameActorStateMonsterCave:ChangeState(newState, monster, isTerminate) if not isTerminate then if newState:GetStateID() ~= global.MMO.ACTION_BORN then return false end end monster.mCurrentState = newState return true end function gameActorStateMonsterCave:GetStateID() return global.MMO.ACTION_CAVE end function gameActorStateMonsterCave:OnAnimLoadCompleted(monster, animAct, elapsed) if animAct ~= global.MMO.ANIM_BORN then return false end monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration(monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_BORN) - elapsed end return gameActorStateMonsterCave