// state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻. function onSetState_AvengerJump(obj, state, datas, isResetTimer) { if(!obj) return; if(isAvengerAwakenning(obj) == false) { return; } obj.sq_stopMove(); obj.setAttackXVelocity(0); obj.setAttackXAccel(0); obj.setAttackXVelocityFast(0); obj.setAttackXAccelFast(0); } // prepareDraw ?热 殓栖棻.. function prepareDraw_AvengerJump(obj) { if(!obj) return; } // loop 睡碟殓栖棻 ismycontrol煎 马谆虽 强擎 翱念胀 赅苌 object菟桧 桧够击 剪纂啪腌栖棻. function onProc_AvengerJump(obj) { if(!obj) return; if(isAvengerAwakenning(obj) == false) { return; } } // loop 睡碟殓栖棻 ismycontrol ?蝶?陛 狱樯桧 object陛 桧够击 菟横骨栖棻. setstate 撮?桧釭 ?卫粽螃粽薛? 当撩 , 蛔蛔 籀葬?栖棻. function onProcCon_AvengerJump(obj) { if(!obj) return; if(isAvengerAwakenning(obj) == false) { return; } if(obj.getAttackIndex() != 3) { obj.sq_IntVectClear(); obj.sq_IntVectPush(3); // substate撮? obj.sq_addSetStatePacket(STATE_ATTACK, STATE_PRIORITY_USER, true); } local pAni = obj.sq_getCurrentAni(); local bEnd = obj.sq_ani_IsEnd(pAni); local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni); local substate = obj.getSkillSubState(); if(bEnd) { } } // state谦猿谛 翕卫缣 ?廓 ?轿肾朝 ?热殓栖棻. oldstate陛 谦猿肾朝 state殓栖棻. 鼠树陛 嫦饵胀匙桧 毡剪釭 谦猿籀葬腆匙桧 毡棻贼 桧够缣怃 籀葬?栖棻. function onEndState_AvengerJump(obj, new_state) { if(!obj) return; if(isAvengerAwakenning(obj) == false) { return; } //obj.sq_IntVectClear(); //obj.sq_IntVectPush(2); // substate撮? //obj.sq_addSetStatePacket(STATE_ATTACK, STATE_PRIORITY_USER, true); // } function onAfterSetState_AvengerJump(obj, state, datas, isResetTimer) { if(!obj) return; obj.sq_stopMove(); obj.setAttackXVelocity(0); obj.setAttackXAccel(0); obj.setAttackXVelocityFast(0); obj.setAttackXAccelFast(0); }