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

210 lines
5.6 KiB
C++

//------------------------------------------------------------------------------
// SkillStateTackle.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "SkillState.h"
#include "SkillStateTackle.h"
#include "Hero.h"
#include "Character.h"
#include "Clone.h"
#include "CloneManager.h"
#include "GlobalFunc.h"
#include "Camera.h"
#include "SkillEffectFunc.h"
// 스킬 DashStun과 같다
SkillStateTackle::SkillStateTackle()
: m_bStartMove( FALSE )
, m_dwCloneKey( 0 )
, m_dwCrushTime( 0 )
{
}
STATECHANGE::TYPE SkillStateTackle::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 );
}
return StateSkill::OnStart( pOwner, CurTime );
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE SkillStateTackle::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
EnterProcess(pOwner,CurTime,dwTick);
Character* pCharacter = (Character*)pOwner;
// 이벤트체크
CheckEvent();
if ( CheckNotProcessedHitEvent(1) == TRUE )
{
m_bStartMove = TRUE;
m_dwCrushTime = 0;
++m_iHitProcessed;
// 잔상용 클론 생성
m_dwCloneKey = g_CloneManager.CreateClone(pCharacter);
if( Clone *pClone = g_CloneManager.GetClone(m_dwCloneKey) )
{
pClone->SetPlayAni(FALSE);
pClone->SetAlphaBlend(AB_ALPHA);
pClone->SetAnimation( pCharacter->GetCurrentAnimation() );
pClone->SetColor(WzColor_RGBA(255,255,255,100));
pClone->SetLifeTime( 2000 );
// pClone->SetAppear( 1000 );
}
}
if( m_bStartMove == TRUE )
{
// 무지하게 빨리 지나가면서
const float SPEED_PER_SECOND = 20.0f * SPEED_MULTIPLIER;
ProcessMove( pCharacter, SPEED_PER_SECOND, dwTick);
}
if( m_bStartMove == TRUE )
{
if( m_dwCloneKey != 0 )
{
// 클론이 있으면 위치와 애니메이션 프레임을 직접 맞춰준다.
if( Clone *pClone = g_CloneManager.GetClone(m_dwCloneKey) )
{
WzVector wvPos = pCharacter->GetPosition() - (pCharacter->GetDirection() * 0.3f);
pClone->SetPosition( wvPos );
pClone->SetCurrentFrame( pCharacter->GetCurrentFrame() );
}
}
// 대상의 위치에 도착
if( FALSE == pCharacter->GetPathExplorer()->IsMoving() )
{
if( m_dwCrushTime == 0 )
{
// 최초 충돌시 히트 이펙트
_AddHitEffect(pCharacter);
// 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_dwCrushTime = CurTime;
}
// 충돌 후 0.15초 동안 지난 후에
if( m_dwCrushTime + 150 < CurTime )
{
if( m_dwCloneKey != 0 )
{
g_CloneManager.Delete( m_dwCloneKey );
m_dwCloneKey = 0;
}
// 상태를 종료한다.
if (pCharacter->ProcessNextAction())
{
return STATEPROCESS::SUSPEND;
}
else
{
return STATEPROCESS::END;
}
return STATEPROCESS::END;
}
}
}
return LeaveProcess(pOwner,CurTime,dwTick);
}
void SkillStateTackle::_AddHitEffect( Character* pCharacter )
{
// 타격 이펙트
if( Object* pObject = pCharacter->GetTargetObject() )
{
if( pObject->IsKindOfObject(CHARACTER_OBJECT) )
{
Character* pTarget = (Character*)pObject;
HANDLE hHandle = GlobalFunc::CreateEffectBeUpToOption( StrToWzID("K956"), pCharacter->GetPosition(), pCharacter->GetScale(), pCharacter->GetObjectKey(), pCharacter->GetTargetID() );
if( hHandle != INVALID_HANDLE_VALUE )
{
if( CEffectBody* pBody = g_pEffectManager->GetEffectPtrHandle(hHandle) )
{
WzVector vRot;
vRot.y = 0.0f;
vRot.z = pCharacter->GetAngle();
vRot.x = pCharacter->GetAngleX();
WzVector vScale;
vScale.x = 1.0f;
vScale.y = 1.0f;
vScale.z = 1.0f;
pBody->SetResultMatrix( pCharacter->GetVisiblePos(), vRot, vScale);
}
}
}
}
}