📄 flyingstate.cpp
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#include "stdafx.h"
#include "FlyingState.h"
#include "Field.h"
#include <Timer.h>
#include "StatusManager.h"
FlyingState::FlyingState()
{
m_pFlyingTimer = new util::Timer;
}
FlyingState::~FlyingState()
{
SAFE_DELETE( m_pFlyingTimer );
}
VOID FlyingState::Init()
{
__asm nop;
}
VOID FlyingState::OnEnter( LPARAM param1, LPARAM param2, LPARAM param3 )
{
State::OnEnter( param1, param2, param3 );
m_pFlyingTimer->SetTimer( (DWORD)param1 );
// 窍疵肺 栋乐绰 加己阑 难霖促.
m_pNPC->GetStatusManager()->AllocStatus( eCHAR_STATE_ETC_FLYING );
m_bKnockDown = FALSE;
}
VOID FlyingState::OnExit()
{
State::OnExit();
m_bKnockDown = FALSE;
// 窍疵肺 栋乐绰 加己阑 波霖促.
m_pNPC->GetStatusManager()->Remove( eCHAR_STATE_ETC_FLYING );
}
VOID FlyingState::OnUpdate( DWORD dwDeltaTick )
{
__UNUSED(dwDeltaTick);
if( m_pFlyingTimer->IsExpired() )
{
if ( m_bKnockDown )
{
m_pNPC->ChangeState( STATE_ID_KNOCKDOWN );
}
else
{
if( m_pNPC->GetTargetChar() )
{
m_pNPC->ChangeState( STATE_ID_TRACK );
}
else
{
m_pNPC->ChangeState( STATE_ID_IDLE );
}
}
}
}
VOID FlyingState::OnMsgThrust( AI_MSG *pMsg )
{
// 窍疵肺 栋乐绰 惑怕狼 NPC绰 固绰 皋技瘤甫 公矫
}
VOID FlyingState::OnMsgFlying( AI_MSG *pMsg )
{
// 窍疵肺 栋乐绰 惑怕狼 NPC绰 促矫 哆扼绰 皋技瘤甫 公矫
}
VOID FlyingState::OnMsgKnockDown( AI_MSG *pMsg )
{
m_bKnockDown = TRUE;
}
VOID FlyingState::OnMsgStun( AI_MSG *pMsg )
{
m_bKnockDown = TRUE;
}
// 饭明绊 公矫
VOID FlyingState::OnMsgLetsGo( AI_MSG *pMsg )
{
}
VOID FlyingState::OnMsgEnemyFound( AI_MSG *pMsg )
{
}
// Flying惑怕啊 场唱搁 Follow(Idle)惑怕肺 汗蓖茄促.
VOID FlyingState::OnMsgCommandFollow( AI_MSG *pMsg )
{
m_pNPC->SetTargetChar( NULL );
}
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