📄 thruststate.cpp
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#include "stdafx.h"
#include "ThrustState.h"
#include "Field.h"
#include <Timer.h>
#include <Define.h>
#include "AIParamParser.h"
ThrustState::ThrustState()
{
m_pThrustTimer = new util::Timer;
m_dwDownTimeAfterThrust = 0;
}
ThrustState::~ThrustState()
{
SAFE_DELETE( m_pThrustTimer );
}
VOID ThrustState::Init()
{
__asm nop;
}
VOID ThrustState::OnEnter( LPARAM param1, LPARAM param2, LPARAM param3 )
{
State::OnEnter( param1, param2, param3 );
m_bDownAfterThrust = (BOOL)param1;
if( m_bDownAfterThrust )
{
m_pNPC->SetMoveState( CMS_KNOCKBACK_DOWN );
}
else
{
m_pNPC->SetMoveState( CMS_KNOCKBACK );
}
// 剐府绰 惑怕绰 1.5檬饶俊 辆丰
m_pThrustTimer->SetTimer( AIParamParser::Instance()->GetInfo().m_wTHRUST_TIME );
}
VOID ThrustState::OnExit()
{
State::OnExit();
m_pNPC->StopMoving();
}
VOID ThrustState::OnUpdate( DWORD dwDeltaTick )
{
__UNUSED(dwDeltaTick);
if( m_pThrustTimer->IsExpired() )
{
if( m_bDownAfterThrust )
{
m_pNPC->ChangeState( STATE_ID_KNOCKDOWN, m_dwDownTimeAfterThrust );
}
else
{
if( m_pNPC->GetTargetChar() )
{
m_pNPC->ChangeState( STATE_ID_TRACK );
}
else
{
m_pNPC->ChangeState( STATE_ID_IDLE );
}
}
}
}
VOID ThrustState::OnMsgFlying( AI_MSG *pMsg )
{
// 剐府绰 惑怕狼 NPC绰 促矫 哆扼绰 皋技瘤甫 公矫
}
// 剐府绰 档吝俊 朝酒柯 促款 皋技瘤绰 公矫
VOID ThrustState::OnMsgKnockDown( AI_MSG *pMsg )
{
AI_MSG_KNOCKDOWN *pRecvMsg = (AI_MSG_KNOCKDOWN*)pMsg;
m_bDownAfterThrust = TRUE;
m_dwDownTimeAfterThrust = pRecvMsg->dwKnockDownTick;
}
VOID ThrustState::OnMsgStun( AI_MSG *pMsg )
{
m_bDownAfterThrust = TRUE;
}
// 饭明绊 公矫
VOID ThrustState::OnMsgLetsGo( AI_MSG *pMsg )
{
}
// 利 惯斑 公矫
VOID ThrustState::OnMsgEnemyFound( AI_MSG *pMsg )
{
}
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