local gameActorState = require( "actor/gameActorState") local gameActorStateMonsterUnknown2 = class('gameActorStateMonsterUnknown2', gameActorState) function gameActorStateMonsterUnknown2:ctor() gameActorStateMonsterUnknown2.super.ctor(self) end function gameActorStateMonsterUnknown2: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_UNKNOWN2 ) end end end function gameActorStateMonsterUnknown2:OnEnter( monster) monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration( monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_UNKNOWN2 ) monster:SetIsArrived(false) monster.mActionHandler:handleActionBegin( monster, global.MMO.ACTION_UNKNOWN2, monster.mOrient, 0 ) end function gameActorStateMonsterUnknown2:OnExit( actor) end function gameActorStateMonsterUnknown2:ChangeState(newState, monster, isTerminate) monster.mCurrentState = newState return true end function gameActorStateMonsterUnknown2:GetStateID() return global.MMO.ACTION_UNKNOWN2 end function gameActorStateMonsterUnknown2:OnAnimLoadCompleted(monster, animAct, elapsed) if animAct ~= global.MMO.ANIM_UNKNOWN2 then return false end monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration(monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_UNKNOWN2) - elapsed end return gameActorStateMonsterUnknown2