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- local gameActorState = require( "actor/gameActorState")
- local gameActorStatePlayerMining = class('gameActorStatePlayerMining', gameActorState)
- function gameActorStatePlayerMining:ctor()
- gameActorStatePlayerMining.super.ctor(self)
- end
- function gameActorStatePlayerMining: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_MINING )
- end
- end
- end
- function gameActorStatePlayerMining:OnEnter(player)
- local animTime = player:GetAttackStepTime() / player:GetAttackSpeed()
- player.mCurrentActT = animTime
- -- reset some data
- player:SetAnimPrepare( 0.0 )
- player:dirtyAnimFlag()
- end
- function gameActorStatePlayerMining:OnExit(player)
- -- reset prepare time
- player:SetAnimPrepare(3)
- --
- player:SetAnimAct(global.MMO.ANIM_READY)
- player:dirtyAnimFlag()
- end
- function gameActorStatePlayerMining:ChangeState(newState, player, isTerminate)
- player.mCurrentState = newState
- return true
- end
- function gameActorStatePlayerMining:GetStateID()
- return global.MMO.ACTION_MINING
- end
- return gameActorStatePlayerMining
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