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