Files
2022-10-26 12:25:11 +08:00

377 lines
8.3 KiB
C++

#include "SunClientPrecompiledHeader.h"
#ifdef _YJ_FISHING_SYSTEM_000933
#include "statebase.h"
#include "StateFishing.h"
#include "Character.h"
#include "Player.h"
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//StateFishing_Throw Class
StateFishing_Throw::StateFishing_Throw(void)
{
}
StateFishing_Throw::~StateFishing_Throw(void)
{
}
//------------------------------------------------------------------------------
/**
*/
BOOL StateFishing_Throw::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
switch(pToTransiteState->GetStateKind())
{
case 0:
break;
}
return TRUE;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateFishing_Throw::OnStart(Object* pOwner, DWORD CurTime)
{
Player* pChr = (Player*)pOwner;
pChr->SetAnimation( "N401", FALSE);
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateFishing_Throw::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
// 에니메이션 업데이트
pChr->ProcessInterpolation(dwTick);
float fRet = pChr->ProcessAnimation( dwTick );
if (fRet >= 100.0f)
{
return STATEPROCESS::END;
}
// 다음 동작이 있으면 바로 수행해주세요~
if (pChr->GetActionQueueCount())
{
pChr->ProcessNextAction();
return STATEPROCESS::SUSPEND;
}
return STATEPROCESS::SUSPEND;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateFishing_Throw::OnEnd(Object* pOwner, DWORD CurTime)
{
Player* pChr = (Player*)pOwner;
pChr->SetNextState(STATE::FISHING_STAND, g_CurTime);
return STATECHANGE::SUCCESS;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//StateFishing_Stand Class
StateFishing_Stand::StateFishing_Stand(void)
{
}
StateFishing_Stand::~StateFishing_Stand(void)
{
}
//------------------------------------------------------------------------------
/**
*/
BOOL StateFishing_Stand::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
switch(pToTransiteState->GetStateKind())
{
case 0:
break;
}
return TRUE;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateFishing_Stand::OnStart(Object* pOwner, DWORD CurTime)
{
Player* pChr = (Player*)pOwner;
pChr->SetAnimation( "N402", TRUE); //Loop
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateFishing_Stand::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
// 에니메이션 업데이트
pChr->ProcessInterpolation(dwTick);
float fRet = pChr->ProcessAnimation( dwTick );
if (fRet >= 100.0f)
{
return STATEPROCESS::END;
}
// 다음 동작이 있으면 바로 수행해주세요~
if (pChr->GetActionQueueCount())
{
pChr->ProcessNextAction();
return STATEPROCESS::SUSPEND;
}
return STATEPROCESS::SUSPEND;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateFishing_Stand::OnEnd(Object* pOwner, DWORD CurTime)
{
Player* pChr = (Player*)pOwner;
pChr->SetCurFishingAniID(0);
return STATECHANGE::SUCCESS;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//StateFishing_Bite Class
StateFishing_Bite::StateFishing_Bite(void)
{
}
StateFishing_Bite::~StateFishing_Bite(void)
{
}
//------------------------------------------------------------------------------
/**
*/
BOOL StateFishing_Bite::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
switch(pToTransiteState->GetStateKind())
{
case 0:
break;
}
return TRUE;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateFishing_Bite::OnStart(Object* pOwner, DWORD CurTime)
{
Player* pChr = (Player*)pOwner;
pChr->SetAnimation( "N403", FALSE);
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateFishing_Bite::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
// 에니메이션 업데이트
pChr->ProcessInterpolation(dwTick);
float fRet = pChr->ProcessAnimation( dwTick );
if (fRet >= 100.0f)
{
return STATEPROCESS::END;
}
// 다음 동작이 있으면 바로 수행해주세요~
if (pChr->GetActionQueueCount())
{
pChr->ProcessNextAction();
return STATEPROCESS::SUSPEND;
}
return STATEPROCESS::SUSPEND;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateFishing_Bite::OnEnd(Object* pOwner, DWORD CurTime)
{
Player* pChr = (Player*)pOwner;
pChr->SetCurFishingAniID(0);
return STATECHANGE::SUCCESS;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//StateFishing_Success Class
StateFishing_Success::StateFishing_Success(void)
{
}
StateFishing_Success::~StateFishing_Success(void)
{
}
//------------------------------------------------------------------------------
/**
*/
BOOL StateFishing_Success::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
switch(pToTransiteState->GetStateKind())
{
case 0:
break;
}
return TRUE;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateFishing_Success::OnStart(Object* pOwner, DWORD CurTime)
{
Player* pChr = (Player*)pOwner;
pChr->SetAnimation( "N404", FALSE);
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateFishing_Success::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
// 에니메이션 업데이트
pChr->ProcessInterpolation(dwTick);
float fRet = pChr->ProcessAnimation( dwTick );
if (fRet >= 100.0f)
{
return STATEPROCESS::END;
}
// 다음 동작이 있으면 바로 수행해주세요~
if (pChr->GetActionQueueCount())
{
pChr->ProcessNextAction();
return STATEPROCESS::SUSPEND;
}
return STATEPROCESS::SUSPEND;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateFishing_Success::OnEnd(Object* pOwner, DWORD CurTime)
{
Player* pChr = (Player*)pOwner;
pChr->SetCurFishingAniID(0);
return STATECHANGE::SUCCESS;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//StateFishing_Failed Class
StateFishing_Failed::StateFishing_Failed(void)
{
}
StateFishing_Failed::~StateFishing_Failed(void)
{
}
//------------------------------------------------------------------------------
/**
*/
BOOL StateFishing_Failed::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
switch(pToTransiteState->GetStateKind())
{
case 0:
break;
}
return TRUE;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateFishing_Failed::OnStart(Object* pOwner, DWORD CurTime)
{
Player* pChr = (Player*)pOwner;
pChr->SetAnimation( "N405", FALSE);
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateFishing_Failed::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
// 에니메이션 업데이트
pChr->ProcessInterpolation(dwTick);
float fRet = pChr->ProcessAnimation( dwTick );
if (fRet >= 100.0f)
{
return STATEPROCESS::END;
}
// 다음 동작이 있으면 바로 수행해주세요~
if (pChr->GetActionQueueCount())
{
pChr->ProcessNextAction();
return STATEPROCESS::SUSPEND;
}
return STATEPROCESS::SUSPEND;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateFishing_Failed::OnEnd(Object* pOwner, DWORD CurTime)
{
Player* pChr = (Player*)pOwner;
pChr->SetCurFishingAniID(0);
return STATECHANGE::SUCCESS;
}
#endif