Esempio n. 1
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_PLAY_MODELSOTRY packet = (GC_PLAY_MODELSOTRY)ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            if (packet.ModelStoryID == GlobeVar.YanMenGuan_ModelStoryID)
            {
                Obj_MainPlayer mainplayer = Singleton <ObjManager> .Instance.MainPlayer;
                if (mainplayer == null)
                {
                    return((uint)PACKET_EXE.PACKET_EXE_ERROR);
                }
                //mainplayer.CameraController.InitCameraTrack(mainplayer.Position, curBoss.Position);
                mainplayer.ModelStoryID = packet.ModelStoryID;

                mainplayer.StopMove();
                Vector3 posTarget        = new Vector3(13.9f, 0, 27.4f);
                Vector3 posTargetTerrain = ActiveScene.GetTerrainPosition(posTarget);
                mainplayer.MoveTo(posTargetTerrain);
            }
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Esempio n. 2
0
        public override void UpdateAI()
        {
            base.UpdateAI();
            if (m_player == null || m_player.Controller == null)
            {
                return;
            }
            if (m_player.IsDie())
            {
                return;
            }
            if (m_player.Controller.CombatFlag == false)
            {
                return;
            }
            if (m_player.AutoComabat == false)
            {
                return;
            }
            //轻功状态下 不挂机
            if (m_player.QingGongState)
            {
                return;
            }
            if (m_player.AcceleratedMotion != null && m_player.AcceleratedMotion.Going == true)
            {
                return;
            }
            //剧情播放中不挂机
            if (m_player.IsInModelStory)
            {
                return;
            }
            // 跟随不挂机
            if (false == m_player.IsTeamLeader() && m_player.IsInTeamFollow)
            {
                return;
            }
            if (Cutscene.CutsceneManager.Instance.IsPlayingMovieStory)
            {
                return;
            }
            //阻塞状态不挂机
            if (Cutscene.CutsceneManager.Instance.BlockAutoBattle)
            {
                return;
            }
            //自动交接任务的寻路过程中不挂机
            if (null != GameManager.gameManager.AutoSearch &&
                true == GameManager.gameManager.AutoSearch.IsAutoSearching)
            {
                return;
            }
            //modify 普通攻击:可以连续按。在技能结束前可以再次释放不能直接return。
            if (m_player.SkillCore.IsUsingSkill)
            {
                bool shouldReturn = true;
                if ((Time.time * 1000 - CurUseSkillStartTime) >= m_nNormalSkillInterval)
                {
                    if (IsNormalSkill(CurUseSkillId))
                    {
                        shouldReturn = false;
                    }
                }
                if (shouldReturn)
                {
                    return;
                }
            }

            #region UnUsed

            /* if (m_player.SkillCore.IsUsingSkill)
             * {
             *
             *   return;
             *   if (m_player.SkillCore.UsingSkillBaseInfo != null && m_player.SkillCore.UsingSkillExInfo !=null)
             *   {
             *       //正在使用祝融掌 则检测下当前目标是否还存在 不存在则重新选取目标
             *       //if (m_player.SkillCore.UsingSkillBaseInfo.Id ==(int)SKILLBASEID.ZLZ)
             *       //{
             *       //    if (m_player.SelectTarget ==null || m_player.SelectTarget.IsDie())
             *       //    {
             *       //        Obj_Character _NewAttackCharacter = SeleCanAttackTar(m_player.SkillCore.UsingSkillExInfo.Radius);
             *       //        if (_NewAttackCharacter != null)
             *       //        {
             *       //            //设置新的选中目标
             *       //            m_player.OnSelectTarget(_NewAttackCharacter.gameObject,false);
             *       //            m_player.MoveTo(_NewAttackCharacter.transform.position, _NewAttackCharacter.gameObject,1.0f);
             *       //        }
             *       //    }
             *       //}
             *
             *       //连续技特殊判定:
             *       //1、判定玩家是否主动打断;
             *       //2、不判定是否释放完成,一直尝试是否可释放;
             *       if (IsPlayerBreakRepeatSkill())
             *       {
             *           ClearPlayerBreakRepeatSkill();
             *           return;
             *       }
             *       //非连续技则等待一帧
             *       if (!IsUsingRepeatSkillWithNext())
             *       {
             *           return;
             *       }
             *   }
             * }
             * else
             * {
             *   if (m_fLastUseEndTime <=0.1f)
             *   {
             *       m_fLastUseEndTime = Time.time;
             *   }
             * }*/
            #endregion
            //留个缓冲时间
            //if (Time.time -m_fLastUseEndTime <0.5f)
            //{
            //    return;
            //}
            //有轻功点了出现了 向轻功点移动
            if (m_player.AutoMovetoQGPointId != -1)
            {
                //打断挂机状态
                m_player.BreakAutoCombatState();

                /*if (GameManager.gameManager.RunningScene == (int)Games.GlobeDefine.GameDefine_Globe.SCENE_DEFINE.SCENE_YANZIWU)
                 * {
                 *  //燕子坞轻功点移动
                 *  m_player.AutoFightFlyInYanZiWu();
                 * }*/
                m_player.AutoMovetoQGPointId = -1;
                return;
            }
            m_fLastUseEndTime = 0.0f;
            int skillId = SeleSkill();
            if (skillId == -1)
            {
                return;
            }
            Tab_SkillEx skillExInfo = TableManager.GetSkillExByID(skillId, 0);
            if (skillExInfo == null)
            {
                return;
            }
            Tab_SkillBase skillBaseInfo = TableManager.GetSkillBaseByID(skillExInfo.BaseId, 0);
            if (skillBaseInfo == null)
            {
                return;
            }

            Obj_Character CanAttackCharacter = null;
            //如果当前选中的目标是敌对的了 则不需要再次选取目标
            if (m_player.SelectTarget != null && m_player.SelectTarget.IsDie() == false)
            {
                if (Reputation.IsEnemy(m_player.SelectTarget) ||
                    Reputation.IsNeutral(m_player.SelectTarget))
                {
                    CanAttackCharacter = m_player.SelectTarget;
                }
            }

            float skillRadius = skillExInfo.Radius;

            if (CanAttackCharacter == null ||
                (CanAttackCharacter != null && IsDisStartPointTooFar(skillRadius, CanAttackCharacter.Position))
                )
            {
                CanAttackCharacter = SeleCanAttackTar(skillRadius);
            }
            //是否有攻击目标 没有攻击目标就不要自动放技能了
            if (CanAttackCharacter == null)
            {
                /*
                 * if (GameManager.gameManager.RunningScene == (int)Games.GlobeDefine.GameDefine_Globe.SCENE_DEFINE.SCENE_ZHENLONGQIJU)
                 * {
                 *  Vector3 pos = new Vector3(18, m_player.gameObject.transform.position.y, 16);
                 *  m_player.MoveTo(pos, null, 0.0f);
                 *
                 * }
                 * if (GameManager.gameManager.RunningScene == (int)Games.GlobeDefine.GameDefine_Globe.SCENE_DEFINE.SCENE_YANGWANGGUMU)
                 * {
                 *  Vector3 pos = new Vector3(20, m_player.gameObject.transform.position.y, 21);
                 *  m_player.MoveTo(pos, null, 0.0f);
                 * }
                 *
                 * if (GameManager.gameManager.RunningScene == (int)Games.GlobeDefine.GameDefine_Globe.SCENE_DEFINE.SCENE_YANZIWU)
                 * {
                 *  m_player.AutoFightInYanziwu();
                 * }
                 * if (GameManager.gameManager.RunningScene == (int)Games.GlobeDefine.GameDefine_Globe.SCENE_DEFINE.SCENE_FOURVILLAIN)
                 * {
                 *  Singleton<ObjManager>.Instance.MainPlayer.AutoFightInFourVillain();
                 * }
                 */
                if (GameManager.gameManager.ActiveScene != null && GameManager.gameManager.ActiveScene.IsStoryCopyScene())
                {
                    if (Singleton <ObjManager> .GetInstance().MainPlayer != null)
                    {
                        if (Singleton <ObjManager> .GetInstance().MainPlayer.AutoComabat)
                        {
                            float x = 0.0f, y = 0.0f, z = 0.0f;
                            if (GameManager.gameManager.ActiveScene.GetGuideDestination(ref x, ref z))
                            {
                                y = GameManager.gameManager.ActiveScene.GetTerrainHeight(new Vector3(x, 0.0f, z));
                                Singleton <ObjManager> .GetInstance().MainPlayer.MoveTo(new Vector3(x, y, z), null, 0.0f);
                            }
                        }
                    }
                }
                return;
            }
            //如果在野外场景攻击其它玩家return;
            if (CanAttackCharacter.ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_OTHER_PLAYER)
            {
                if (GameManager.gameManager.ActiveScene.IsWildeScene())
                {
                    return;
                }
            }
            //设置为选中目标
            m_player.OnSelectTarget(CanAttackCharacter.gameObject, false);
            //距离不过 先跑过去
            float dis          = Vector3.Distance(m_player.Position, CanAttackCharacter.Position);
            float diffDistance = dis - skillRadius;
            m_player.CurUseSkillId = skillId;
            //需要向目标移动 则想目标移动
            if (diffDistance > 0 && skillBaseInfo.IsMoveToTarInAutoCombat == 1)
            {
                //move
                if (m_player.IsMoving == false && m_player.IsCanOperate_Move())
                {
                    m_player.MoveTo(CanAttackCharacter.Position, CanAttackCharacter.gameObject, skillRadius - 1.0f);
                    return;
                }
            }
            m_player.UseSkillOpt(skillId, null);
        }
Esempio n. 3
0
    void AnalyseTouchPos_Click(Vector3 posPressed, Touch touch)
    {
        if ((m_SceneTouchFingerID == -1) ||
            (m_SceneTouchFingerID != -1 && touch.fingerId == m_SceneTouchFingerID))
        {
            if (!UIManager.IsSubUIShow())
            {
                Ray        ray = Camera.main.ScreenPointToRay(posPressed);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit))
                {
                    if (touch.phase != TouchPhase.Ended)
                    {
                        //if (null != PlayerFrameLogic.Instance() && !PlayerFrameLogic.Instance().Fold)
                        //{
                        //PlayerFrameLogic.Instance().m_PlayerHeadButton.gameObject.GetComponent<UIPlayTween>().Play(false);
                        //PlayerFrameLogic.Instance().PlayerFrameHeadOnClick();
                        //}

                        // 客户单物品 点击拾取
                        if (hit.collider.gameObject.CompareTag("CollectItem"))
                        {
                            Singleton <CollectItem> .GetInstance().RemoveItem(hit.collider.gameObject);

                            GameEvent gameEvent = new GameEvent(Games.GlobeDefine.GameDefine_Globe.EVENT_DEFINE.EVENT_TOUCH_OBJECT);
                            Singleton <EventSystem> .GetInstance().PushEvent(gameEvent);

                            return;
                        }

                        Obj_MainPlayer _mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer;

                        if (null == _mainPlayer)
                        {
                            return;
                        }

                        //Obj点击操作,单击点选目标,双击移动过去
                        Obj_Character npcScript = hit.collider.gameObject.GetComponent <Obj_Character>();
                        if (npcScript)
                        {
                            if (m_bIsMouseDBClick || Reputation.IsEnemy(npcScript))
                            {
                                //npcScript.FaceTo(Singleton<ObjManager>.GetInstance().MainPlayer.transform.position);
                                if (_mainPlayer.IsCanOperate_Move())
                                {
                                    _mainPlayer.BreakAutoCombatState();
                                    _mainPlayer.LeaveTeamFollow();
                                    _mainPlayer.MoveTo(hit.collider.gameObject.transform.position, hit.collider.gameObject, 1.0f);
                                    _mainPlayer.FaceTo(hit.collider.transform.position);
                                    _mainPlayer.OnSelectTarget(hit.collider.gameObject);
                                    _mainPlayer.HasSendpos = false;
                                }
                                else
                                {
                                    if (!_mainPlayer.HasSendpos)
                                    {
                                        _mainPlayer.HasSendpos = true;
                                        _mainPlayer.SynCleanCacheSkillToServer();
                                        _mainPlayer.LastForceSynPosTime = Time.time;
                                    }
                                }
                            }
                            else
                            {
                                //选择目标
                                _mainPlayer.OnSelectTarget(hit.collider.gameObject);
                            }

                            GameEvent gameEvent = new GameEvent(Games.GlobeDefine.GameDefine_Globe.EVENT_DEFINE.EVENT_TOUCH_OBJECT);
                            Singleton <EventSystem> .GetInstance().PushEvent(gameEvent);
                        }
                    }
                }
            }
        }
        return;
    }
Esempio n. 4
0
    void AnalyseMousePos_Click(Vector3 posPressed)
    {
        if (null != UICamera.mainCamera)
        {
            Ray        nUIRay = UICamera.mainCamera.ScreenPointToRay(posPressed);
            RaycastHit nHit;
            if (Physics.Raycast(nUIRay, out nHit))
            {
                if (nHit.collider.gameObject.CompareTag("SubUI") || nHit.collider.gameObject.CompareTag("UI"))
                {
                    return;
                }
            }
        }

        if (!UIManager.IsSubUIShow())
        {
            Ray        ray = Camera.main.ScreenPointToRay(posPressed);
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
                // 客户单物品 点击拾取
                if (hit.collider.gameObject.CompareTag("CollectItem"))
                {
                    Singleton <CollectItem> .GetInstance().RemoveItem(hit.collider.gameObject);

                    GameEvent gameEvent = new GameEvent(Games.GlobeDefine.GameDefine_Globe.EVENT_DEFINE.EVENT_TOUCH_OBJECT);
                    Singleton <EventSystem> .GetInstance().PushEvent(gameEvent);

                    return;
                }

                Obj_MainPlayer _mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer;

                if (null == _mainPlayer)
                {
                    return;
                }

                //Obj点击操作,单击点选目标,双击移动过去
                Obj_Character npcScript = hit.collider.gameObject.GetComponent <Obj_Character>();
                if (npcScript)
                {
                    if (m_bIsMouseDBClick || Reputation.IsEnemy(npcScript))
                    {
                        if (_mainPlayer.IsCanOperate_Move())
                        {
                            _mainPlayer.BreakAutoCombatState();
                            _mainPlayer.LeaveTeamFollow();
                            _mainPlayer.MoveTo(hit.collider.gameObject.transform.position, hit.collider.gameObject, 1.0f);
                            _mainPlayer.FaceTo(hit.collider.transform.position);
                            _mainPlayer.OnSelectTarget(hit.collider.gameObject);
                            _mainPlayer.HasSendpos = false;
                        }
                        else
                        {
                            if (!_mainPlayer.HasSendpos)
                            {
                                _mainPlayer.HasSendpos = true;
                                _mainPlayer.SynCleanCacheSkillToServer();
                                _mainPlayer.LastForceSynPosTime = Time.time;
                            }
                        }
                    }
                    else
                    {
                        //选择目标
                        _mainPlayer.OnSelectTarget(hit.collider.gameObject);
                    }

                    GameEvent gameEvent = new GameEvent(Games.GlobeDefine.GameDefine_Globe.EVENT_DEFINE.EVENT_TOUCH_OBJECT);
                    Singleton <EventSystem> .GetInstance().PushEvent(gameEvent);
                }

                Obj_Mount mountScript = hit.collider.gameObject.GetComponent <Obj_Mount>();
                if (null != mountScript)
                {
                    if (mountScript.PlayerObj == null)
                    {
                        return;
                    }
                    //Obj_Character Obj_Char = mountScript.PlayerObj.gameObject.GetComponent<Obj_Character>();
                    //if (Obj_Char == null)
                    //{
                    //    return;
                    //}
                    if (m_bIsMouseDBClick || Reputation.IsEnemy(mountScript.PlayerObj))
                    {
                        //npcScript.FaceTo(Singleton<ObjManager>.GetInstance().MainPlayer.transform.position);
                        if (_mainPlayer.IsCanOperate_Move())
                        {
                            _mainPlayer.BreakAutoCombatState();
                            _mainPlayer.LeaveTeamFollow();
                            _mainPlayer.MoveTo(mountScript.PlayerObj.gameObject.transform.position, hit.collider.gameObject, 1.0f);
                            _mainPlayer.FaceTo(mountScript.PlayerObj.ObjTransform.position);
                            _mainPlayer.OnSelectTarget(mountScript.PlayerObj.gameObject);
                            _mainPlayer.HasSendpos = false;
                        }
                        else
                        {
                            if (!_mainPlayer.HasSendpos)
                            {
                                _mainPlayer.HasSendpos = true;
                                _mainPlayer.SynCleanCacheSkillToServer();
                                _mainPlayer.LastForceSynPosTime = Time.time;
                            }
                        }
                    }
                    else
                    {
                        //选择目标
                        _mainPlayer.OnSelectTarget(mountScript.PlayerObj.gameObject);
                    }
                }
            }
        }
        return;
    }
Esempio n. 5
0
    bool AnalyseTouchPos_Stay(Vector3 posPressed, Touch touch)
    {
        if ((m_SceneTouchFingerID == -1) ||
            (m_SceneTouchFingerID != -1 && touch.fingerId == m_SceneTouchFingerID))
        {
            if (null != UICamera.mainCamera)
            {
                Ray        nUIRay = UICamera.mainCamera.ScreenPointToRay(posPressed);
                RaycastHit nHit;
                if (Physics.Raycast(nUIRay, out nHit))
                {
                    if (nHit.collider.gameObject.CompareTag("SubUI") || nHit.collider.gameObject.CompareTag("UI"))
                    {
                        GameEvent gameEvent = new GameEvent(Games.GlobeDefine.GameDefine_Globe.EVENT_DEFINE.EVENT_TOUCH_UI);
                        Singleton <EventSystem> .GetInstance().PushEvent(gameEvent);

                        ReleaseTouch();
                        return(true);
                    }
                }
            }

            Obj_MainPlayer curPlayer = Singleton <ObjManager> .GetInstance().MainPlayer;

            if (null == curPlayer)
            {
                return(false);
            }

            //if (curPlayer.CameraController != null && curPlayer.CameraController.IsPinching())
            //{
            //    return true;
            //}
            if (m_bPinching)
            {
                return(true);
            }

            if (!UIManager.IsSubUIShow() && PlayerPreferenceData.SystemScreenMove == 1)
            {
                if (curPlayer.IsCanOperate_Move())
                {
                    Ray        ray = Camera.main.ScreenPointToRay(posPressed);
                    RaycastHit hit;

                    if (Physics.Raycast(ray.origin, ray.direction, out hit, 100f,
                                        ActiveScene.MoveLayerMask.value | 1 << LayerMask.NameToLayer("LogicObj")))
                    {
                        if (hit.collider.gameObject.layer == LayerMask.NameToLayer("MoveLayer"))
                        {
                            if (touch.phase != TouchPhase.Ended)
                            {
                                //可能点击地形非正常行走面,通过高度差进行判断,当发现高度差过大的时候,则认为非法
                                if (Math.Abs(hit.point.y - curPlayer.ObjTransform.position.y) > 5)
                                {
                                    ReleaseTouch();
                                    return(false);
                                }

                                curPlayer.BreakAutoCombatState();
                                curPlayer.LeaveTeamFollow();
                                curPlayer.MoveTo(hit.point, null, 0.5f);

                                if (null != GameManager.gameManager.ActiveScene)
                                {
                                    GameManager.gameManager.ActiveScene.ActiveMovingCircle(hit.point);
                                }

                                if (m_SceneTouchFingerID == -1)
                                {
                                    m_SceneTouchFingerID = touch.fingerId;
                                    //m_bPlayerTouchMoving = true;
                                }
                            }
                            else if (m_SceneTouchFingerID == touch.fingerId)
                            {
                                ReleaseTouch();
                            }

                            GameEvent gameEvent = new GameEvent(Games.GlobeDefine.GameDefine_Globe.EVENT_DEFINE.EVENT_TOUCH_SCENE);
                            Singleton <EventSystem> .GetInstance().PushEvent(gameEvent);

                            return(true);
                        }
                    }
                    curPlayer.HasSendpos = false;
                }
                else
                {
                    if (!curPlayer.HasSendpos)
                    {
                        curPlayer.HasSendpos = true;
                        curPlayer.SynCleanCacheSkillToServer();
                        curPlayer.LastForceSynPosTime = Time.time;
                    }
                }
            }
        }
        return(false);
    }
    public void UpdateSmoothedMovementDirection()
    {
        m_IsJoyMoving = false;
        if (null == m_MainPlayer)
        {
            m_MainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer;

            if (null != m_MainPlayer)
            {
                m_MainPlayerTransform = m_MainPlayer.transform;
            }
            else
            {
                return;
            }
        }
        if (null == m_CameraTransform)
        {
            m_CameraTransform = Camera.main.transform;
            if (null == m_CameraTransform)
            {
                return;
            }
        }

        m_bIsMoving = Mathf.Abs(m_fHorizonRaw) > 0.1 || Mathf.Abs(m_fVerticalRaw) > 0.1;

        //如果玩家正在点击移动,则判断是否有输入,如果没有则不进行更新,否则打断
        if (!m_bIsMoving && m_MainPlayer.IsMoving)
        {
            return;
        }

        if (false == m_MainPlayer.IsCanOperate_Move())
        {
            return;
        }

        // Forward vector relative to the camera along the x-z plane
        Vector3 forward = m_CameraTransform.TransformDirection(Vector3.forward);

        forward.y = 0;
        forward   = forward.normalized;

        // Right vector relative to the camera
        // Always orthogonal to the forward vector
        Vector3 right = new Vector3(forward.z, 0, -forward.x);

        // Target direction relative to the camera
        var targetDirection = m_fHorizonRaw * right + m_fVerticalRaw * forward;

        // We store speed and direction seperately,
        // so that when the character stands still we still have a valid forward direction
        // moveDirection is always normalized, and we only update it if there is user input.
        if (targetDirection != Vector3.zero)
        {
            // If we are really slow, just snap to the target direction
            if (m_fMoveSpeed < m_fWalkSpeed * 0.9)
            {
                m_vecMoveDirection = targetDirection.normalized;
            }
            // Otherwise smoothly turn towards it
            else
            {
                m_vecMoveDirection = Vector3.RotateTowards(m_vecMoveDirection, targetDirection, m_fRrotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
                m_vecMoveDirection = m_vecMoveDirection.normalized;
            }
        }

        // Smooth the speed based on the current target direction
//		float curSmooth = m_fSpeedSmoothing * Time.deltaTime;
        // Choose target speed
        if (m_bIsMoving)
        {
            m_IsJoyMoving = true;

            m_fMoveSpeed = m_MainPlayer.m_fMoveSpeed;
            Vector3 movement = m_vecMoveDirection * m_fMoveSpeed;
            movement *= Time.deltaTime;

            //移动
            m_MainPlayer.BreakAutoCombatState();
            m_MainPlayer.LeaveTeamFollow();
            Vector3 newPos = m_MainPlayerTransform.localPosition + movement * 10;

            //如果发动摇杆移动操作,清除掉地面点击特效
            GameManager.gameManager.ActiveScene.DeactiveMovingCircle();

            //进行移动操作
            m_MainPlayer.MoveTo(newPos, null, 0.0f);

            // added by mawenbin
            // 挂机自动战斗时设置玩家主动移动
            AI_PlayerCombat aiPlayerCombat = m_MainPlayer.GetComponent <AI_PlayerCombat>();
            if (null != aiPlayerCombat &&
                m_MainPlayer.IsOpenAutoCombat &&
                m_MainPlayer.AutoComabat)
            {
                aiPlayerCombat.IsPlayerControlMove = true;
            }

            //设置模型方向
            if (m_MainPlayer.SkillCore == null || m_MainPlayer.SkillCore.IsUsingSkill == false) //   播放旋风斩动画时不转向
            {
                // 有自动寻路代理了,为什么还要自己设置转向? ,by lizhe
                if (m_MainPlayer.NavAgent == null)
                {
                    m_MainPlayerTransform.rotation = Quaternion.LookRotation(m_vecMoveDirection);
                }
            }
            m_MainPlayer.CurObjAnimState = Games.GlobeDefine.GameDefine_Globe.OBJ_ANIMSTATE.STATE_WALK;
        }
        else
        {
            m_fMoveSpeed = 0.0f;
            if (false == Cutscene.CutsceneActionPlayAnim.m_bIsPlayingMainPlayerAnim)
            {
                m_MainPlayer.CurObjAnimState = Games.GlobeDefine.GameDefine_Globe.OBJ_ANIMSTATE.STATE_NORMOR;
            }
        }
    }