#include "SunClientPrecompiledHeader.h" #ifdef _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE #include "StateBase.h" #include "SkillState.h" #include "Character.h" #include "SkillStateRutainPoint.h" SkillStateRutainPoint::SkillStateRutainPoint(void) { } SkillStateRutainPoint::~SkillStateRutainPoint(void) { } STATECHANGE::TYPE SkillStateRutainPoint::OnStart( Object* owner_ptr, DWORD cur_time ) { return StateSkill::OnStart( owner_ptr, cur_time ); } STATEPROCESS::TYPE SkillStateRutainPoint::OnProcess( Object* owner_ptr, DWORD cur_time, DWORD tick ) { Character* character_ptr = static_cast(owner_ptr); Character* target_ptr = static_cast(character_ptr->GetTargetObject()); if (target_ptr == NULL) return STATEPROCESS::END; EnterProcess(owner_ptr, cur_time, tick); WzVector start_position = character_ptr->GetVisiblePos(); WzVector direction = target_ptr->GetVisiblePos() - start_position; VectorNormalize(&direction, &direction); const float SPEED_PER_SECOND = 5.f * SPEED_MULTIPLIER; if (GetAnimationRate() < 50.0f) { WzVector target_position = start_position + direction * 8.f; character_ptr->Move( start_position, target_position, CMS_RUN, TRUE, -1, -1); ProcessMove(character_ptr, SPEED_PER_SECOND, tick); } else { character_ptr->StopMove(); } // À̺¥Æ®Ã¼Å© CheckEvent(); ProcessHit(character_ptr, 1); return LeaveProcess( owner_ptr, cur_time, tick ); } #endif // _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE