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- local gameActorState = require( "actor/gameActorState")
- local gameActorStatePlayerSitdown = class('gameActorStatePlayerSitdown', gameActorState)
- function gameActorStatePlayerSitdown:ctor()
- gameActorStatePlayerSitdown.super.ctor(self)
- end
- function gameActorStatePlayerSitdown: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_SITDOWN )
- end
- end
- end
- function gameActorStatePlayerSitdown:OnEnter(player)
- local animTime = player:GetAttackStepTime() / player:GetAttackSpeed()
- player.mCurrentActT = animTime
- -- reset some data
- player:SetAnimPrepare( 0.0 )
- player:dirtyAnimFlag()
- end
- function gameActorStatePlayerSitdown:OnExit(player)
- player:dirtyAnimFlag()
- end
- function gameActorStatePlayerSitdown:ChangeState(newState, player, isTerminate)
- player.mCurrentState = newState
- return true
- end
- function gameActorStatePlayerSitdown:GetStateID()
- return global.MMO.ACTION_SITDOWN
- end
- return gameActorStatePlayerSitdown
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