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- 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
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