86 lines
1.9 KiB
C++
86 lines
1.9 KiB
C++
//------------------------------------------------------------------------------
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// StateAnimation.cpp
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// (C) 2005 Webzen Sunstudio
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//------------------------------------------------------------------------------
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#include "SunClientPrecompiledHeader.h"
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#include "statebase.h"
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#include "stateanimation.h"
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#include "Character.h"
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//------------------------------------------------------------------------------
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/**
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*/
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StateAnimation::StateAnimation(void)
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{
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}
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//------------------------------------------------------------------------------
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/**
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*/
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StateAnimation::~StateAnimation(void)
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{
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}
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//------------------------------------------------------------------------------
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/**
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*/
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BOOL StateAnimation::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
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{
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switch(pToTransiteState->GetStateKind())
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{
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case 0:
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break;
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}
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return TRUE;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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STATECHANGE::TYPE StateAnimation::OnStart(Object* pOwner, DWORD CurTime)
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{
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Character* pChr = (Character*)pOwner;
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WzID anim = pChr->GetCurrentIdleAnimation();
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pChr->SetAnimation( anim );
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return STATECHANGE::SUCCESS;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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STATEPROCESS::TYPE StateAnimation::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
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{
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Character* pChr = (Character*)pOwner;
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pChr->ProcessInterpolation(dwTick);
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if( 100.0f == pChr->ProcessAnimation( dwTick ) )
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{
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return STATEPROCESS::END;
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}
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if (pChr->CommonStateProcess())
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{
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return STATEPROCESS::SUSPEND;
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}
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// 다음 행동을 바로바로 처리해준다!
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if (pChr != (Character *)g_pHero) {
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pChr->ProcessNextAction();
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return STATEPROCESS::SUSPEND;
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}
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return STATEPROCESS::HOLD;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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STATECHANGE::TYPE StateAnimation::OnEnd(Object* pOwner, DWORD CurTime)
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{
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return STATECHANGE::SUCCESS;
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}
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