113 lines
2.9 KiB
C++
113 lines
2.9 KiB
C++
#include "SunClientPrecompiledHeader.h"
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#include "statebase.h"
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#include "StateRiderSpread.h"
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#include "player.h"
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#include "hero.h"
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#include "Rider.h"
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//------------------------------------------------------------------------------
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StateRiderSpread::StateRiderSpread(void)
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{
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}
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//------------------------------------------------------------------------------
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StateRiderSpread::~StateRiderSpread(void)
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{
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}
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//------------------------------------------------------------------------------
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BOOL StateRiderSpread::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
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{
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switch(pToTransiteState->GetStateKind())
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{
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case 0:
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break;
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}
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return TRUE;
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}
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//------------------------------------------------------------------------------
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bool StateRiderSpread::CanTransite(StateBase* from_state)
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{
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if (from_state == NULL)
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{
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return false;
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}
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switch (from_state->GetStateKind())
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{
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case STATE::MOVE:
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case STATE::KEYBOARDMOVE:
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case STATE::IDLE:
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case STATE::SIT:
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return true;
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}
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return false;
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}
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//------------------------------------------------------------------------------
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STATECHANGE::TYPE StateRiderSpread::OnStart(Object* pOwner, DWORD CurTime)
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{
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if (pOwner->IsKindOfObject(PLAYER_OBJECT) == FALSE)
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{
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assert(pOwner->IsKindOfObject(PLAYER_OBJECT));
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return STATECHANGE::FAILED;
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}
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if (pOwner == g_pHero)
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{
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if (g_pHero->SendWingsControlByRider(true, true) == false)
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{
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return STATECHANGE::FAILED;
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}
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}
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Player* player = static_cast<Player*>(pOwner);
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if (player != NULL)
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{
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if (!player->rider())
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{
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return STATECHANGE::FAILED;
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}
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player->rider()->set_spread(true);
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player->SetPlayerAnimation(player->GetCurrentRiderSpreadAnimation(), eANI_RIDER_SPREAD, FALSE);
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return STATECHANGE::SUCCESS;
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}
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return STATECHANGE::FAILED;
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}
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//------------------------------------------------------------------------------
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STATEPROCESS::TYPE StateRiderSpread::OnProcess(Object* pOwner, DWORD CurTime, DWORD dwTick)
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{
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if (pOwner->IsKindOfObject(PLAYER_OBJECT) == FALSE)
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{
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assert(pOwner->IsKindOfObject(PLAYER_OBJECT));
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return STATEPROCESS::END;
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}
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Player* player_ptr = static_cast<Player*>(pOwner);
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float player_progress_rate = player_ptr->ProcessAnimation(dwTick);
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if (((player_ptr->rider() == NULL) && (player_progress_rate >= 100.0f)) ||
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((player_ptr->rider() != NULL) && (player_ptr->rider()->current_ani_progress_rate() >= 100.0f)))
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{
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return STATEPROCESS::END;
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}
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// 대부분의 State에서 공통적으로 처리하는 상태변화를 처리한다.
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if (player_ptr->CommonStateProcess())
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{
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return STATEPROCESS::SUSPEND;
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}
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return STATEPROCESS::HOLD;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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STATECHANGE::TYPE StateRiderSpread::OnEnd(Object* pOwner, DWORD CurTime)
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{
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return STATECHANGE::SUCCESS;
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}
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