165 lines
4.6 KiB
Plaintext
165 lines
4.6 KiB
Plaintext
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// state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻.
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function onSetState_AwakenningTurnOff(obj, state, datas, isResetTimer)
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{
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if(!obj) return;
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local substate = obj.sq_getVectorData(datas, 0); // 罗廓箪 substate殓栖棻..
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obj.setSkillSubState(substate); //set substate
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obj.sq_stopMove();
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local posX = obj.getXPos();
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local posY = obj.getYPos();
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local posZ = obj.getZPos();
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local sq_var = obj.getVar();
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if(obj.getVar("takingAwakenSkillBack").size_vector() > 0) {
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obj.getVar("takingAwakenSkillBack").set_vector(0, 0);
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}
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sq_var.clear_vector();
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sq_var.push_vector(0);
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local appendage = obj.GetSquirrelAppendage("Appendage/Character/ap_avenger_awakening.nut");
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if(appendage) {
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if(appendage.isValid()) {
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appendage.setValid(false);
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}
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// 葬橡 寨葬萄 ?楚斜煎 噩 詹帼殓栖棻.. 谒 桧楛冲桧 腑傍贼..
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// 横渐荡陛 state_stand鼻鹧缣怃虏 渗褐?薯陛 肾横捡 ?栖棻
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// 斜楚怃 valid陛 false陛 胀棻坚 ?怃 埠潍 渗褐?薯 腑棻坚 除舆?怃朝 寰腌栖棻 罹楝寞彻击 当陕?鱼 念娄 桧 寞彻桧 陛潍 梃莠?剪 伪嬴怃 殓栖棻..
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// 该 噙桧朝 够紫 桡戏栖梱
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appendage.sq_var.set_vector(I_AVENGER_AWAKENING_VALID, 0);
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obj.setObjectHeight(-1);
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}
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if(substate == 0) {
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//obj.sq_setCurrentAnimation(CUSTOM_ANI_AWAKENING_TURN_OFF);
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local turn_off_ani = obj.getVar().GetAnimationMap("AWAKENING_TURN_OFF", "Character/Priest/Animation/AwakeningTurnoff.ani"); // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻..
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obj.setCurrentAnimation(turn_off_ani);
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}
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else if(substate == 1) {
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obj.sq_setCurrentAnimation(CUSTOM_ANI_AWAKENING_TURN_OFF_2);
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//if(sq_var.get_vector(0) == 0) {
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// sq_var.set_vector(0, 1);
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//才嬴釭 嵘葬枭虽朝 ?娄
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local particleCreater = sq_var.GetparticleCreaterMap("BellatrixGlass", "Character/Priest/Effect/Particle/AwakeningTurnOff.ptl", obj);
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particleCreater.Restart(0);
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//local dstX = sq_GetDistancePos(posX, obj.getDirection(), -20);
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particleCreater.SetPos(posX, posY + 2, posZ+70);
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sq_AddParticleObject(obj, particleCreater);
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//}
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}
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}
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// prepareDraw ?热 殓栖棻..
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function prepareDraw_AwakenningTurnOff(obj)
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{
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if(!obj) return;
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}
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// 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.
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function onProc_AwakenningTurnOff(obj)
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{
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if(!obj) return;
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local substate = obj.getSkillSubState();
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local posX = obj.getXPos();
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local posY = obj.getYPos();
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local posZ = obj.getZPos();
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local pAni = obj.sq_getCurrentAni();
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local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
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local currentT = sq_GetCurrentTime(pAni);
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local sq_var = obj.getVar();
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}
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// 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.
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function onProcCon_AwakenningTurnOff(obj)
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{
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if(!obj) return;
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local substate = obj.getSkillSubState();
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local pAni = obj.sq_getCurrentAni();
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local bEnd = obj.sq_ani_IsEnd(pAni);
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local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
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local substate = obj.getSkillSubState();
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if(bEnd) {
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if(substate == 0) {
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(1);
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obj.sq_addSetStatePacket(STATE_AWAKENING_TURN_OFF, STATE_PRIORITY_USER, true);
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}
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else if(substate == 1) {
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obj.setObjectHeight(-1);
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obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
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}
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}
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}
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// irdcharacter缣怃 setstate() -> IRDActiveObject::setState -> aftersetstate() 桧楛牖怃缣怃 葆虽虞 setstate殓栖棻. skill?撩缣 评塭怃 ?轿? ?蹂陛
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// 毡棻贼 桧 ?热蒂 桧辨?栖棻.
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function onAfterSetState_AwakenningTurnOff(obj, state, datas, isResetTimer)
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{
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if(!obj) return;
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}
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// onbeforeattack 属寥?热 殓栖棻
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function onBeforeAttack_AwakenningTurnOff(obj, damager, boundingBox)
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{
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}
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// onAttack 属寥?热 殓栖棻
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function onAttack_AwakenningTurnOff(obj, damager, boundingBox)
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{
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}
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// onAfterAttack 属寥?热 殓栖棻
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function onAfterAttack_AwakenningTurnOff(obj, damager, boundingBox)
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{
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}
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// onBeforeDamage 属寥?热 殓栖棻
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function onBeforeDamage_AwakenningTurnOff(obj, attacker, boundingBox)
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{
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}
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// onDamage 属寥?热 殓栖棻
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function onDamage_AwakenningTurnOff(obj, attacker, boundingBox)
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{
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}
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// onAfterDamage 属寥?热 殓栖棻
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function onAfterDamage_AwakenningTurnOff(obj, attacker, boundingBox)
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{
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}
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