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- local gameActorState = require( "actor/gameActorState")
- local gameActorStateMonsterOnPush = class('gameActorStateMonsterOnPush', gameActorState)
- local mMin = math.min
- local mAbs = math.abs
- local mFloor = math.floor
- function gameActorStateMonsterOnPush:ctor()
- gameActorStateMonsterOnPush.super.ctor(self)
- end
- function gameActorStateMonsterOnPush:GetStateID()
- return global.MMO.ACTION_ONPUSH
- end
- function gameActorStateMonsterOnPush:Tick(dt, actor)
- actor.mCurrentActT = actor.mCurrentActT - dt
- if not actor.mIsArrived then
- -- Timing...
- if actor.mCurrentActT <= 0.0 then
- actor:SetIsArrived(true)
- end
- -- displacement
- local percent = (actor.mMoveTime - actor.mCurrentActT) / actor.mMoveTime
- percent = mMin(1, percent)
- local disp = percent * actor.mDistanceToTarget
- local dispV = cc.pAdd( cc.p(actor.originPosition), cc.pMul(actor.mMoveOrient, disp) )
- actor:setPosition( dispV.x, dispV.y )
- end
- if actor.mActionHandler and actor.mIsArrived then
- actor.mActionHandler:handleActionCompleted( actor, self:GetStateID() )
- end
- end
- function gameActorStateMonsterOnPush:OnEnter(actor)
- if actor.mActionHandler then
- actor.mActionHandler:handleActionBegin( actor, self:GetStateID() )
- end
-
- local currPos = cc.p(actor:getPosition())
- local targPos = global.sceneManager:MapPos2WorldPos( actor:GetMapX(), actor:GetMapY(), true )
- actor.mTargePos = targPos
- actor.mMoveOrient = cc.pSub(targPos, currPos)
- actor.mDistanceToTarget = cc.pGetLength(actor.mMoveOrient)
- actor.mMoveOrient = cc.pNormalize(actor.mMoveOrient)
- actor.mMoveTime = actor.mCurrentActT
- actor.originPosition = actor:getPosition()
- actor.mIsArrived = false
- -- reset some data
- actor:dirtyAnimFlag()
- end
- function gameActorStateMonsterOnPush:OnExit(actor)
- actor.mCurrentActT = 0
- end
- function gameActorStateMonsterOnPush:ChangeState(newState, actor, isTerminate)
- actor.mCurrentState = newState
- return true
- end
- return gameActorStateMonsterOnPush
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