local gameActorState = require( "actor/gameActorState") local gameActorStateMonsterUnknown1 = class('gameActorStateMonsterUnknown1', gameActorState) function gameActorStateMonsterUnknown1:ctor() gameActorStateMonsterUnknown1.super.ctor(self) end function gameActorStateMonsterUnknown1: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_UNKNOWN1 ) end end end function gameActorStateMonsterUnknown1:OnEnter( monster) monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration( monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_UNKNOWN1 ) monster:SetIsArrived(false) monster.mActionHandler:handleActionBegin( monster, global.MMO.ACTION_UNKNOWN1, monster.mOrient, 0 ) end function gameActorStateMonsterUnknown1:OnExit( actor) end function gameActorStateMonsterUnknown1:ChangeState(newState, monster, isTerminate) monster.mCurrentState = newState return true end function gameActorStateMonsterUnknown1:GetStateID() return global.MMO.ACTION_UNKNOWN1 end function gameActorStateMonsterUnknown1:OnAnimLoadCompleted(monster, animAct, elapsed) if animAct ~= global.MMO.ANIM_UNKNOWN1 then return false end monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration(monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_UNKNOWN1) - elapsed end return gameActorStateMonsterUnknown1