/* 文件名:40902.nut 路径:User/ObjectActScript/AiCharacterObjectFunc/Mage/40902.nut 创建日期:2024-05-16 20:05 文件用途:微笑棺木 */ AiCharacterObjectFunction.AiCharacterObject_Create_40902 <- function(obj, parent_obj) { //注册待机状态 obj.StateMachine.RegisterStaticState(BASE_STATE.REST, { OnStart = Character_Start_Rest.bindenv(obj), OnProc = Character_Proc_Rest.bindenv(obj), OnEnd = Character_End_Rest.bindenv(obj), }); //注册移动状态 obj.StateMachine.RegisterStaticState(BASE_STATE.MOVE, { OnStart = Character_Start_Move.bindenv(obj), OnProc = Character_Proc_Move.bindenv(obj), OnEnd = Character_End_Move.bindenv(obj), }); //注册普通攻击状态 obj.StateMachine.RegisterStaticState(BASE_STATE.BASE_ATTACK, { OnStart = Character_AT_Mage_Start_BaseAttack.bindenv(obj), OnProc = Character_AT_Mage_Proc_BaseAttack.bindenv(obj), OnEnd = Character_AT_Mage_End_BaseAttack.bindenv(obj), OnAniEndFlag = Character_AT_Mage_AniEndFlag_BaseAttack.bindenv(obj), OnAniKeyFlag = Character_AT_Mage_AniKeyFlag_BaseAttack.bindenv(obj), }); //注册跳跃攻击状态 obj.StateMachine.RegisterStaticState(BASE_STATE.JUMP_ATTACK, { OnStart = Character_Start_JumpAttack.bindenv(obj), OnProc = Character_Proc_JumpAttack.bindenv(obj), OnEnd = Character_End_JumpAttack.bindenv(obj), OnAniEndFlag = Character_AniEndFlag_JumpAttack.bindenv(obj), }); //注册引导1状态 obj.StateMachine.RegisterStaticState(BASE_STATE.THROW_1, { OnStart = Character_Start_Throw_1.bindenv(obj), OnProc = Character_Proc_Throw_1.bindenv(obj), OnEnd = Character_End_Throw_1.bindenv(obj), OnAniEndFlag = Character_AniEndFlag_Throw_1.bindenv(obj), }); //注册引导2状态 obj.StateMachine.RegisterStaticState(BASE_STATE.THROW_2, { OnStart = Character_Start_Throw_2.bindenv(obj), OnProc = Character_Proc_Throw_2.bindenv(obj), OnEnd = Character_End_Throw_2.bindenv(obj), OnAniEndFlag = Character_AniEndFlag_Throw_2.bindenv(obj), }); //初始化完设置为站立状态 obj.SetState(BASE_STATE.REST); } AiCharacterObjectFunction.AiCharacterObject_Proc_40902 <- function(obj, dt) { // local MyPosition = obj.GetPosition(); // //左键按下 和 弹起 // if (Input_IsDown(MouseButton.Right, 0)) { // obj.SetPosition(MyPosition.x - 1, MyPosition.y, 0); // } else if (Input_IsDown(MouseButton.Left, 0)) { // obj.SetPosition(MyPosition.x + 1, MyPosition.y, 0); // } if (Input_IsDown(MouseButton.Left, 0)) { if (obj.GetState() == BASE_STATE.REST) obj.SetState(BASE_STATE.BASE_ATTACK); } } AiCharacterObjectFunction.AiCharacterObject_Destroy_40902 <- function(obj, parent_obj) { }