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- local gameActorState = require( "actor/gameActorState")
- local gameActorStatePlayerIdleLock = class('gameActorStatePlayerIdleLock', gameActorState)
- function gameActorStatePlayerIdleLock:ctor()
- gameActorStatePlayerIdleLock.super.ctor(self)
- end
- function gameActorStatePlayerIdleLock:GetStateID()
- return global.MMO.ACTION_IDLE_LOCK
- end
- function gameActorStatePlayerIdleLock: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_IDLE_LOCK )
- end
- end
- end
- function gameActorStatePlayerIdleLock:OnEnter(player)
- if player.mActionHandler then
- player.mActionHandler:handleActionBegin( player, global.MMO.ACTION_IDLE_LOCK, player.mOrient, 0 )
- end
- player.mCurrentActT = 1
- player:SetAnimPrepare(0)
- player:dirtyAnimFlag()
- end
- function gameActorStatePlayerIdleLock:OnExit(actor)
- end
- function gameActorStatePlayerIdleLock:ChangeState(newState, player, isTerminate)
- player.mCurrentState = newState
- return true
- end
- return gameActorStatePlayerIdleLock
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