DragonNest/GameCommon/DnPropStateNormal.cpp

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#include "StdAfx.h"
#include "DnPropStateNormal.h"
#include "DnWorldActProp.h"
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
CDnPropStateNormal::CDnPropStateNormal( DnPropHandle hEntity ) : CDnPropState(hEntity)
{
m_iType = NORMAL;
}
CDnPropStateNormal::~CDnPropStateNormal(void)
{
}
bool CDnPropStateNormal::OnEntry( LOCAL_TIME LocalTime, float fDelta )
{
CDnPropState::OnEntry( LocalTime, fDelta );
#ifdef _DEBUG
OutputDebug( "[Prop(%d) FSM Log] CDnPropStateNormal::OnEntry\n", m_hEntity->GetUniqueID() );
#endif
bool bResult = true;
// TODO: <20>ʱ<EFBFBD>ȭ <20>ڵ<EFBFBD>...
return bResult;
}
bool CDnPropStateNormal::OnProcess( LOCAL_TIME LocalTime, float fDelta )
{
CDnPropState::OnProcess( LocalTime, fDelta );
bool bResult = true;
// <20>ϴ<EFBFBD> <20>ƹ<EFBFBD><C6B9>͵<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>..
return bResult;
}
bool CDnPropStateNormal::OnLeave( LOCAL_TIME LocalTime, float fDelta )
{
CDnPropState::OnLeave( LocalTime, fDelta );
#ifdef ENABLE_PROP_STATE_LOG
OutputDebug( "[Prop(%d) FSM Log] CDnPropStateNormal::OnLeave\n", m_hEntity->GetUniqueID() );
#endif
bool bResult = true;
return bResult;
}