94 lines
2.9 KiB
C++
94 lines
2.9 KiB
C++
#include "SunClientPrecompiledHeader.h"
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#ifdef _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE
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#include "StateBase.h"
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#include "SkillState.h"
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#include "Character.h"
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#include "SkillStateSpiningHearts.h"
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SkillStateSpiningHearts::SkillStateSpiningHearts(void)
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{
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hit_count_ = 0;
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}
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SkillStateSpiningHearts::~SkillStateSpiningHearts(void)
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{
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}
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STATECHANGE::TYPE SkillStateSpiningHearts::OnStart( Object* owner_ptr, DWORD cur_time )
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{
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return StateSkill::OnStart( owner_ptr, cur_time );
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}
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STATEPROCESS::TYPE SkillStateSpiningHearts::OnProcess( Object* owner_ptr, DWORD cur_time, DWORD tick )
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{
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Character* character_ptr = static_cast<Character*>(owner_ptr);
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Character* target_ptr = static_cast<Character*>(character_ptr->GetTargetObject());
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if (target_ptr == NULL)
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return STATEPROCESS::END;
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EnterProcess(owner_ptr, cur_time, tick);
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// 이벤트체크
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CheckEvent();
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WzVector start_position = character_ptr->GetVisiblePos();
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WzVector direction = start_position - target_ptr->GetVisiblePos();
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VectorNormalize(&direction, &direction);
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const float SPEED_PER_SECOND = 3.0f * SPEED_MULTIPLIER;
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if (GetAnimationRate() < 30.0f)
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{
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WzVector target_position = start_position + direction * 2.f;
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character_ptr->Move( start_position, target_position, CMS_BACKSTEP, TRUE, -1, -1);
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ProcessMove(character_ptr, SPEED_PER_SECOND, tick);
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}
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else if (GetAnimationRate() > 30.0f && GetAnimationRate() < 50.0f)
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{
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WzVector target_position = start_position + direction * 13.f;
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character_ptr->Move( start_position, target_position, CMS_BACKSTEP, TRUE, -1, -1);
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ProcessMove(character_ptr, 13.0f * SPEED_MULTIPLIER, tick);
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}
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else
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{
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character_ptr->StopMove();
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}
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if (GetAnimationRate() >= 20 && hit_count_ < 1)
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{
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++hit_count_;
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// 데미지 처리
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++m_iHitProcessed;
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character_ptr->ProcessAttackResult_Group( character_ptr->GetCurrentAttackSerial() );
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#ifdef _NA_008732_20160315_WITCHBLADE_BALANCE_ADJUST
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return STATEPROCESS::HOLD;
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#endif // _NA_008732_20160315_WITCHBLADE_BALANCE_ADJUST
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}
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if (GetAnimationRate() >= 70 && hit_count_ < 2)
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{
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++hit_count_;
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// 데미지 처리
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++m_iHitProcessed;
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character_ptr->ProcessAttackResult_Group( character_ptr->GetCurrentAttackSerial() );
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#ifdef _NA_008732_20160315_WITCHBLADE_BALANCE_ADJUST
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return STATEPROCESS::HOLD;
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#endif // _NA_008732_20160315_WITCHBLADE_BALANCE_ADJUST
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}
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return LeaveProcess( owner_ptr, cur_time, tick );
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}
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STATECHANGE::TYPE SkillStateSpiningHearts::OnEnd( Object* owner_ptr, DWORD cur_time )
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{
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Character* character_ptr = static_cast<Character*>(owner_ptr);
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if ( character_ptr != NULL)
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{
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character_ptr->ProcessAttackResult( character_ptr->GetCurrentAttackSerial(), TRUE );
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}
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return StateBase::OnEnd(owner_ptr, cur_time);
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}
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#endif // _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE
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