local gameActorState = require( "actor/gameActorState") local gameActorStatePlayerSitdown = class('gameActorStatePlayerSitdown', gameActorState) function gameActorStatePlayerSitdown:ctor() gameActorStatePlayerSitdown.super.ctor(self) end function gameActorStatePlayerSitdown:Tick(dt, player) player.mCurrentActT = player.mCurrentActT-dt if player.mCurrentActT <= 0.00001 then if player.mActionHandler then player.mActionHandler:handleActionCompleted( player, global.MMO.ACTION_SITDOWN ) end end end function gameActorStatePlayerSitdown:OnEnter(player) local animTime = player:GetAttackStepTime() / player:GetAttackSpeed() player.mCurrentActT = animTime -- reset some data player:SetAnimPrepare( 0.0 ) player:dirtyAnimFlag() end function gameActorStatePlayerSitdown:OnExit(player) player:dirtyAnimFlag() end function gameActorStatePlayerSitdown:ChangeState(newState, player, isTerminate) player.mCurrentState = newState return true end function gameActorStatePlayerSitdown:GetStateID() return global.MMO.ACTION_SITDOWN end return gameActorStatePlayerSitdown