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

95 lines
2.1 KiB
C++

//------------------------------------------------------------------------------
// SkillStateHide.cpp
// (C) 2008 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "SkillState.h"
#include "SkillInfoParser.h"
#include "skillstaterush.h"
#include "CooltimeManager.h"
#include "Character.h"
//------------------------------------------------------------------------------
/**
*/
SkillStateRush::SkillStateRush()
{
}
//------------------------------------------------------------------------------
/**
*/
SkillStateRush::~SkillStateRush(void)
{
}
//------------------------------------------------------------------------------
/**
*/
BOOL SkillStateRush::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
return TRUE;
}
//------------------------------------------------------------------------------
/** 러쉬는 ANI 재생금지
*/
STATECHANGE::TYPE SkillStateRush::OnStart(Object* pOwner, DWORD CurTime)
{
Character* pCharacter = (Character *)pOwner;
if( pCharacter != NULL )
{
if( pCharacter->IsMyHero() == TRUE )
{
if( SendSkillPacket() == FALSE )
{
assert(!"스킬사용 패킷 전송실패");
return STATECHANGE::FAILED;
}
// 오프라인 처리
if( GENERALPARAM->IsNet() == FALSE )
{
if( util::Timer* pTimer = xGetCooltimeManager()->GetSkillCooltime( m_dwSkillCode ) )
{
pTimer->Reset();
}
}
}
ProcessStartAttackSerial(pCharacter);
//ProcessStartAnimation(pCharacter);
ProcessStartDirection(pCharacter);
ProcessStartSkillEffect(pCharacter);
return STATECHANGE::SUCCESS;
}
return STATECHANGE::FAILED;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE SkillStateRush::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
EnterProcess(pOwner,CurTime,dwTick);
return STATEPROCESS::END;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE SkillStateRush::OnEnd(Object* pOwner, DWORD CurTime)
{
return STATECHANGE::SUCCESS;
}