📄 knockdownstate.cpp
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#include "stdafx.h"
#include "KnockDownState.h"
#include "Field.h"
#include <Timer.h>
#include "AIParamParser.h"
KnockDownState::KnockDownState()
{
m_pDownTimer = new util::Timer;
}
KnockDownState::~KnockDownState()
{
SAFE_DELETE( m_pDownTimer );
}
VOID KnockDownState::Init()
{
__asm nop;
}
VOID KnockDownState::OnEnter( LPARAM param1, LPARAM param2, LPARAM param3 )
{
State::OnEnter( param1, param2, param3 );
AIParamInfo& stAIParamInfo = AIParamParser::Instance()->GetInfo();
if( param1 )
{
m_pDownTimer->SetTimer( (DWORD)param1 );
}
else
{
m_pDownTimer->SetTimer( stAIParamInfo.m_wKNOCKDOWN_TIME );
}
}
VOID KnockDownState::OnExit()
{
State::OnExit();
}
VOID KnockDownState::OnUpdate( DWORD dwDeltaTick )
{
__UNUSED(dwDeltaTick);
if( m_pDownTimer->IsExpired() )
{
if( m_pNPC->GetTargetChar() )
{
m_pNPC->ChangeState( STATE_ID_TRACK );
}
else
{
m_pNPC->ChangeState( STATE_ID_WANDER );
}
}
}
VOID KnockDownState::OnMsgKnockDown( AI_MSG *pMsg )
{
// knockDown 惑怕狼 NPC绰 促矫 促款捞 登瘤绰 臼绰促.
}
VOID KnockDownState::OnMsgStun( AI_MSG *pMsg )
{
}
// 饭明绊 公矫
VOID KnockDownState::OnMsgLetsGo( AI_MSG *pMsg )
{
}
VOID KnockDownState::OnMsgEnemyFound( AI_MSG *pMsg )
{
}
// 促款惑怕啊 场唱搁 Follow(Idle)惑怕肺 汗蓖茄促.
VOID KnockDownState::OnMsgCommandFollow( AI_MSG *pMsg )
{
m_pNPC->SetTargetChar( NULL );
}
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