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