local gameActorState = require( "actor/gameActorState") local gameActorStateMonsterDie = class('gameActorStateMonsterDie', gameActorState) function gameActorStateMonsterDie:ctor() gameActorStateMonsterDie.super.ctor(self) end function gameActorStateMonsterDie: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_DIE ) end end end function gameActorStateMonsterDie:OnEnter( monster) monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration( monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_DIE ) monster:SetIsArrived(false) monster.mActionHandler:handleActionBegin( monster, global.MMO.ACTION_DIE, monster.mOrient, 0 ) end function gameActorStateMonsterDie:OnExit( actor) end function gameActorStateMonsterDie:ChangeState(newState, monster, isTerminate) if not isTerminate then if newState:GetStateID() ~= global.MMO.ACTION_IDLE and newState:GetStateID() ~= global.MMO.ACTION_DEATH and newState:GetStateID() ~= global.MMO.ACTION_BORN then return false end end monster.mCurrentState = newState return true end function gameActorStateMonsterDie:GetStateID() return global.MMO.ACTION_DIE end function gameActorStateMonsterDie:OnAnimLoadCompleted(monster, animAct, elapsed) if animAct ~= global.MMO.ANIM_DIE then return false end monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration(monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_DIE) - elapsed end return gameActorStateMonsterDie