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

127 lines
2.7 KiB
C++

//------------------------------------------------------------------------------
// StateRevive.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "StateRevive.h"
#include "character.h"
#include "HeroActionInput.h"
#include "InterfaceManager.h"
#include "npc.h"
#include "Monster.h"
#include "AppearanceManager.h"
//------------------------------------------------------------------------------
/**
*/
StateRevive::StateRevive(void)
{
}
//------------------------------------------------------------------------------
/**
*/
StateRevive::~StateRevive(void)
{
}
//------------------------------------------------------------------------------
/**
*/
BOOL StateRevive::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
switch(pToTransiteState->GetStateKind())
{
case 0:
break;
}
return TRUE;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateRevive::OnStart(Object* pOwner, DWORD CurTime)
{
Character* pChr = (Character*)pOwner;
if( pChr->GetTransformData().GetAppearanceKind() == APPEARANCEINFO::PLAYERTRANSFORM )
{
if (pChr->IsKindOfObject(PLAYER_OBJECT))
{
Player* pPlayer = (Player*)pChr;
pPlayer->ForceUnTransForm();
//WzID animationID = pPlayer->GetCurrentDeathAnimation();
//pPlayer->SetAnimation( animationID, FALSE );
//pPlayer->GetBasePart()->SetFrame( 1000.0f ); // 마지막 프레임으로 설정
if (pChr == (Character *)g_pHero)
{
g_HeroInput.ClearTransFromQueue();
}
}
}
WzID AnimID = pChr->GetCurrentReviveAnimation();
pChr->SetAnimation(AnimID,FALSE);
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateRevive::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
// 에니메이션 업데이트
pChr->ProcessInterpolation(dwTick,0.9999f);
// 애니다했으면 끝
if( 100.0f == pChr->ProcessAnimation( dwTick ) )
{
return STATEPROCESS::END;
}
// 대부분의 State에서 공통적으로 처리하는 상태변화를 처리한다.
if (pChr->CommonStateProcess())
{
return STATEPROCESS::SUSPEND;
}
// 다음 동작이 있으면 바로 수행해주세요~
if (pChr->GetActionQueueCount())
{
pChr->ProcessNextAction();
return STATEPROCESS::SUSPEND;
}
return STATEPROCESS::SUSPEND;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateRevive::OnEnd(Object* pOwner, DWORD CurTime)
{
Character* pChr = (Character*)pOwner;
return STATECHANGE::SUCCESS;
}