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- local gameActorState = require( "actor/gameActorState")
- local gameActorStatePlayerIdle = class('gameActorStatePlayerIdle', gameActorState)
- function gameActorStatePlayerIdle:ctor()
- gameActorStatePlayerIdle.super.ctor(self)
- end
- function gameActorStatePlayerIdle:GetStateID()
- return global.MMO.ACTION_IDLE
- end
- function gameActorStatePlayerIdle:Tick(dt, player)
- if player:GetAnimPrepare() > 0 then
- player:SetAnimPrepare( player:GetAnimPrepare() - dt )
- --
- if player:GetAnimPrepare() <= 0 then
- player:SetAnimAct(global.MMO.ANIM_IDLE)
- player:dirtyAnimFlag()
- end
- end
- if player.mActionHandler then
- player.mActionHandler:handleActionCompleted( player, global.MMO.ACTION_IDLE )
- end
- end
- function gameActorStatePlayerIdle:ChangeState(newState, player, isTerminate)
- if newState:GetStateID() == self:GetStateID() then
- return false
- end
- player.mCurrentState = newState
- return true
- end
- function gameActorStatePlayerIdle:OnEnter(player)
- self.super.OnEnter( self, player )
- end
- function gameActorStatePlayerIdle:OnExit(actor)
- end
- return gameActorStatePlayerIdle
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