94 lines
1.9 KiB
C++
94 lines
1.9 KiB
C++
#include "SunClientPrecompiledHeader.h"
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#include "StateNPCIdle.h"
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#include "character.h"
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#include "npc.h"
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#include "Monster.h"
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StateNPCIdle::StateNPCIdle(void)
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{
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}
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StateNPCIdle::~StateNPCIdle(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 StateNPCIdle::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 StateNPCIdle::OnStart(Object* pOwner, DWORD CurTime)
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{
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Character* pChr = (Character*)pOwner;
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WzID wzAniID = pChr->GetCurrentIdleAnimation();
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pChr->SetAnimation( wzAniID , TRUE);
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NPC * pNPC = static_cast<NPC *>(pChr);
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if (pNPC)
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{
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pNPC->InitDelaySwingTick();
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pNPC->SetDelaySwingTick(CurTime);
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}
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else
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{
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assert(pNPC);
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}
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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 StateNPCIdle::OnProcess(Object* pOwner, DWORD CurTime,DWORD dwTick)
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{
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Character* pChr = (Character*)pOwner;
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// 에니메이션 업데이트
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pChr->ProcessInterpolation(dwTick);
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float fAnim =pChr->ProcessAnimation( dwTick );
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// 스윙하기 얼마나 남았는지 체크해서 스테이트 바꿔준다.
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NPC * pNPC = static_cast<NPC *>(pChr);
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int iRemainTickDelay = pNPC->ProcessDelaySwingTick(dwTick);
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if (iRemainTickDelay <= 0)
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{
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pChr->SetNextState(STATE::NPC_SWING_STATE, CurTime);
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return STATEPROCESS::SUSPEND;
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}
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// 다음 동작이 있으면 바로 수행해주세요~
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if (pChr->GetActionQueueCount())
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{
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pChr->ProcessNextAction();
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return STATEPROCESS::SUSPEND;
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}
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return STATEPROCESS::SUSPEND;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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STATECHANGE::TYPE StateNPCIdle::OnEnd(Object* pOwner, DWORD CurTime)
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{
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Character* pChr = (Character*)pOwner;
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return STATECHANGE::SUCCESS;
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}
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