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

106 lines
2.4 KiB
C++

//------------------------------------------------------------------------------
// StateIdle.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "stateidle.h"
#include "character.h"
#include "HeroActionInput.h"
#include "InterfaceManager.h"
#include "npc.h"
#include "Monster.h"
//------------------------------------------------------------------------------
/**
*/
StateIdle::StateIdle(void)
{
}
//------------------------------------------------------------------------------
/**
*/
StateIdle::~StateIdle(void)
{
}
//------------------------------------------------------------------------------
/**
*/
BOOL StateIdle::CanTransite(Object* pOwner, DWORD CurTime, StateBase* pToTransiteState)
{
switch(pToTransiteState->GetStateKind())
{
case 0:
break;
}
return TRUE;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateIdle::OnStart(Object* pOwner, DWORD CurTime)
{
Character* pChr = (Character*)pOwner;
pChr->SetStandAnimationDelay();
return STATECHANGE::SUCCESS;
}
//------------------------------------------------------------------------------
/**
*/
STATEPROCESS::TYPE StateIdle::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
{
Character* pChr = (Character*)pOwner;
// Idle 애니메이션은 상황에따라 여러가지이므로 각 클래스 별로 처리를 분리하였음.
pChr->SetIdleAnimation();
// 에니메이션 업데이트
pChr->ProcessInterpolation(dwTick,0.9999f);
float fAnim = pChr->ProcessAnimation( dwTick );
// 대부분의 State에서 공통적으로 처리하는 상태변화를 처리한다.
if (pChr->CommonStateProcess())
{
return STATEPROCESS::SUSPEND;
}
// 가끔 Idle Ani를 플레이 하기위한 처리
SetIdleAnimDelay(pChr,fAnim);
// 다음 동작이 있으면 바로 수행해주세요~
if (pChr->GetActionQueueCount())
{
pChr->ProcessNextAction();
return STATEPROCESS::SUSPEND;
}
return STATEPROCESS::SUSPEND;
}
//------------------------------------------------------------------------------
/**
*/
STATECHANGE::TYPE StateIdle::OnEnd(Object* pOwner, DWORD CurTime)
{
Character* pChr = (Character*)pOwner;
return STATECHANGE::SUCCESS;
}
void StateIdle::SetIdleAnimDelay(Object *pObj,float fAnim)
{
// 두리번 거리는게 끝났다면 Anim진척률이 100.0f이 될것이다.
if (fAnim >= 100.0f)
{
Character *pChr = (Character *)pObj;
pChr->SetStandAnimationDelay();
}
}