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

106 lines
2.5 KiB
C++

#include "SunClientPrecompiledHeader.h"
#include "StateBase.h"
#include "SkillState.h"
#include "SkillStateSlidingAttack.h"
#include "Character.h"
#include <../../ProgramCommon/SkillInfoParser.h>
#include "Hero.h"
#include "Camera.h"
SkillStateSlidingAttack::SkillStateSlidingAttack()
: m_bStartMove( FALSE )
, m_bHit(FALSE)
{
}
SkillStateSlidingAttack::~SkillStateSlidingAttack()
{
}
STATECHANGE::TYPE SkillStateSlidingAttack::OnStart(Object* pOwner, DWORD CurTime)
{
Character* pCharacter = (Character*)pOwner;
WzVector StartPosition = pCharacter->GetVisiblePos();
WzVector TargetPosition;
if( Character* pTarget = (Character *)pCharacter->GetTargetObject() )
{
TargetPosition = pTarget->GetPosition();
}
else
{
TargetPosition = StartPosition;
}
{
pCharacter->SetDirection( TargetPosition );
WzVector vDistance = TargetPosition - StartPosition;
float fDistance = VectorLength(&vDistance);
if( fDistance < 1.3f )
{
TargetPosition = StartPosition;
}
else
{
WzVector Direction;
VectorNormalize(&Direction,&vDistance);
TargetPosition = TargetPosition + (Direction * -1.2f);
}
// StartSkillMove
pCharacter->Move( StartPosition, TargetPosition, CMS_RUN, TRUE, -1, -1 );
m_bHit = FALSE;
}
return StateSkill::OnStart( pOwner, CurTime );
}
STATEPROCESS::TYPE SkillStateSlidingAttack::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
EnterProcess(pOwner,CurTime,dwTick);
Character* pCharacter = (Character*)pOwner;
// 이벤트체크
CheckEvent();
if( GetAnimationRate() >= 0.05f )
{
if( m_bHit = FALSE )
{
if( pCharacter->GetPathExplorer()->IsMoving() == FALSE )
{
// 데미지 표시
pCharacter->ProcessAttackResult_Group( pCharacter->GetCurrentAttackSerial() );
if( pCharacter == g_pHero )
{
// 카메라를 살짝 흔들어 준다
g_Camera.SetVibeType(Camera::VIBE_TYPE_VERTICAL);
g_Camera.StartVibration(100,0.2f);
}
m_bHit = TRUE;
}
}
if( m_bHit == FALSE )
{
// 무지하게 빨리 지나가면서
const float SPEED_PER_SECOND = 20.0f * SPEED_MULTIPLIER;
ProcessMove( pCharacter, SPEED_PER_SECOND, dwTick);
}
}
return LeaveProcess(pOwner,CurTime,dwTick);
}