gameActorStateMonsterChangeShape.lua 1.7 KB

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  1. local gameActorState = require( "actor/gameActorState")
  2. local gameActorStateMonsterChangeShape = class('gameActorStateMonsterChangeShape', gameActorState)
  3. function gameActorStateMonsterChangeShape:ctor()
  4. gameActorStateMonsterChangeShape.super.ctor(self)
  5. end
  6. function gameActorStateMonsterChangeShape:Tick(dt, monster)
  7. if not monster.mIsArrived then
  8. monster.mCurrentActT = monster.mCurrentActT-dt
  9. if monster.mCurrentActT <= 0.00001 then
  10. monster.mIsArrived = true
  11. monster.mActionHandler:handleActionCompleted( monster, global.MMO.ACTION_CHANGESHAPE )
  12. end
  13. end
  14. end
  15. function gameActorStateMonsterChangeShape:OnEnter( monster)
  16. monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration(monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_CHANGESHAPE )
  17. monster:SetIsArrived(false)
  18. monster.mActionHandler:handleActionBegin( monster, global.MMO.ACTION_CHANGESHAPE, monster.mOrient, 0 )
  19. end
  20. function gameActorStateMonsterChangeShape:OnExit( actor)
  21. end
  22. function gameActorStateMonsterChangeShape:ChangeState(newState, monster, isTerminate)
  23. monster.mCurrentState = newState
  24. return true
  25. end
  26. function gameActorStateMonsterChangeShape:GetStateID()
  27. return global.MMO.ACTION_CHANGESHAPE
  28. end
  29. function gameActorStateMonsterChangeShape:OnAnimLoadCompleted(monster, animAct, elapsed)
  30. if animAct ~= global.MMO.ANIM_CHANGESHAPE then
  31. return false
  32. end
  33. monster.mCurrentActT = global.FrameAnimManager:GetAnimTotalDuration(monster:GetAnimationID(), global.MMO.SFANIM_TYPE_MONSTER, global.MMO.ANIM_CHANGESHAPE) - elapsed
  34. end
  35. return gameActorStateMonsterChangeShape