📄 summonidle.h
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#pragma once
#include "State.h"
class Summoned;
// 家券眉狼 Idle惑怕绰 窜鉴沥瘤 惑怕啊 酒聪扼 家券磊甫 蝶扼大扁绰 惑怕甫 富茄促.
class SummonIdle : public State
{
public:
SummonIdle();
~SummonIdle();
virtual VOID Init();
virtual VOID OnEnter( LPARAM param1, LPARAM param2, LPARAM param3 );
virtual VOID OnExit();
virtual VOID OnUpdate( DWORD dwDeltaTick );
virtual VOID SetNPC( NPC *pNPC ) { m_pSummoned = (Summoned*)pNPC; State::SetNPC(pNPC); }
protected:
virtual VOID OnMsgAttacked( AI_MSG *pMsg );
virtual VOID OnMsgLeaveField( AI_MSG *pMsg );
// 家券眉捞骨肺 捞窍 皋技瘤甸篮 公矫茄促.
virtual VOID OnMsgHelpRequest( AI_MSG *pMsg ) {}
virtual VOID OnMsgLetsGo( AI_MSG *pMsg ) {}
virtual VOID OnMsgEnemyFound( AI_MSG *pMsg ) {}
virtual VOID OnMsgChangeState( AI_MSG *pMsg ) {}
virtual VOID OnMsgGroupCommand( AI_MSG *pMsg ) {}
virtual VOID OnMsgGroupCommand_StopAttack() {}
virtual VOID OnMsgCommandFollow( AI_MSG *pMsg ) {}
virtual VOID OnMsgGroupCommand_Attack( DWORD dwTargetKey ) {}
private:
VOID FollowSummoner( Character *pSummoner ); // 家券磊甫 蝶弗促.
VOID Teleport( WzVector &vDestPos );
VOID DecideMovement();
private:
Summoned* m_pSummoned;
Character* m_pSummoner;
util::Timer *m_pTrackTimer;
util::Timer *m_pSpawnTimer; // 胶迄局聪甫 楷免窍档废 扁促妨霖促.
WzVector m_vMovement; // 家券磊 辟贸狼 困摹氦磐
WzVector m_vSummonedPos, m_vSummonerPos, m_vSummonerDestPos;
};
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