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- local gameActorState = require( "actor/gameActorState")
- local gameActorStateMonsterCave = class('gameActorStateMonsterCave', gameActorState)
- function gameActorStateMonsterCave:ctor()
- gameActorStateMonsterCave.super.ctor(self)
- end
- function gameActorStateMonsterCave:Tick(dt, monster)
- if not monster.mIsArrived then
- monster.mCurrentActT = monster.mCurrentActT-dt
- if monster.mCurrentActT <= 0.00001 then
- monster:SetIsArrived(true)
- monster.mActionHandler:handleActionCompleted( monster, global.MMO.ACTION_CAVE )
- end
- end
- end
- function gameActorStateMonsterCave:OnEnter( monster)
- monster:dirtyAnimFlag()
- monster:SetIsArrived(false)
- monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration(monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_BORN )
- monster.mActionHandler:handleActionBegin( monster, global.MMO.ACTION_CAVE, monster.mOrient, 0 )
- end
- function gameActorStateMonsterCave:OnExit( actor)
- end
- function gameActorStateMonsterCave:ChangeState(newState, monster, isTerminate)
- if not isTerminate then
- if newState:GetStateID() ~= global.MMO.ACTION_BORN then
- return false
- end
- end
- monster.mCurrentState = newState
- return true
- end
- function gameActorStateMonsterCave:GetStateID()
- return global.MMO.ACTION_CAVE
- end
- function gameActorStateMonsterCave:OnAnimLoadCompleted(monster, animAct, elapsed)
- if animAct ~= global.MMO.ANIM_BORN then
- return false
- end
- monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration(monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_BORN) - elapsed
- end
- return gameActorStateMonsterCave
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