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- /**@class HandStableState
- * @brief represents stable state (i.e. the basic states that the fsm will spend the most time in)
- **/
- class HandStableState extends HandStateBase
- {
- int m_AnimState;
- void HandStableState (Man player = NULL, HandStateBase parent = NULL, int anim_state = -1) { m_AnimState = anim_state; }
- void SyncAnimState () { }
- override void OnEntry (HandEventBase e)
- {
- super.OnEntry(e);
- SyncAnimState();
- //m_weapon.OnStableStateEntry();
- }
- override void OnUpdate (float dt)
- {
- super.OnUpdate(dt);
- SyncAnimState();
- }
- override void OnAbort (HandEventBase e)
- {
- super.OnAbort(e);
- }
- override void OnExit (HandEventBase e)
- {
- //m_weapon.ResetWeaponAnimState();
- super.OnExit(e);
- }
- override bool IsIdle () { return true; }
- int GetCurrentStateID () { return HandStateID.UNKNOWN; }
- /// query for entity in hands
- bool HasEntityInHands () { return false; }
- };
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