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- local gameActorStateMoveBase = require( "actor/gameActorStateMoveBase")
- local gameActorStateMonsterWalk = class('gameActorStateMonsterWalk', gameActorStateMoveBase)
- function gameActorStateMonsterWalk:ctor()
- self.super.ctor(self)
- end
- function gameActorStateMonsterWalk:GetStateID()
- return global.MMO.ACTION_WALK
- end
- function gameActorStateMonsterWalk:GetMoveTime( actor )
- local animTime = global.FrameAnimManager:GetAnimTotalDuration(actor:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_WALK)
- return math.min(animTime, actor:GetWalkStepTime() / actor:GetWalkSpeed())
- end
- function gameActorStateMonsterWalk:OnAnimLoadCompleted(monster, animAct, elapsed)
- if animAct ~= global.MMO.ANIM_WALK then
- return false
- end
- monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration(monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_WALK) - elapsed
- end
- return gameActorStateMonsterWalk
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