local gameActorState = require( "actor/gameActorState") local gameActorStatePlayerYLB = class('gameActorStatePlayerYLB', gameActorState) function gameActorStatePlayerYLB:ctor() gameActorStatePlayerYLB.super.ctor(self) end function gameActorStatePlayerYLB:GetStateID() return global.MMO.ACTION_XLFH end ----------------------------------------------------------------------------- function gameActorStatePlayerYLB:Tick(dt, player) player.mCurrentActT = player.mCurrentActT - dt if 0 >= player.mCurrentActT and player.mIsConfirmed then if player.mActionHandler then player.mActionHandler:handleActionCompleted( player, global.MMO.ACTION_XLFH ) end end -- confirmed timeout if player.mCurrentActT <= -5.0 then player:SetConfirmed(true) end end ----------------------------------------------------------------------------- function gameActorStatePlayerYLB:OnEnter(player) if player.mActionHandler then player.mActionHandler:handleActionBegin( player, global.MMO.ACTION_XLFH, player.mOrient, 0 ) end local animTime = global.MMO.DEFAULT_XLFH_TIME / player:GetMagicSpeed() player.mAnimTime = animTime player.mCurrentActT = animTime player:SetConfirmed(true) -- reset some data player:SetAnimPrepare( 0.0 ) player:dirtyAnimFlag() end ----------------------------------------------------------------------------- function gameActorStatePlayerYLB:OnExit(player) -- reset prepare time player:SetAnimPrepare(3) -- player:SetAnimAct(global.MMO.ANIM_READY) player:dirtyAnimFlag() end ----------------------------------------------------------------------------- function gameActorStatePlayerYLB:ChangeState(newState, player, isTerminate) player.mCurrentState = newState return true end return gameActorStatePlayerYLB -----------------------------------------------------------------------------