Files
Sun1602/Client/GameClient/State/SkillStateRutainPoint.cpp
T
2022-10-26 12:25:11 +08:00

53 lines
1.5 KiB
C++

#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<Character*>(owner_ptr);
Character* target_ptr = static_cast<Character*>(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