public StandActorState(CreatureEntity playerObj) : base(playerObj) { m_stateName = "StandActorState"; m_state = ActorState.STAND; m_duration = 2; m_timeAxis = new TimeAxis(m_duration * GlobalClient.KeyFrameManager.renderFrameCount * GlobalClient.TimeManager.FrameTime); }
public RunActorState(CreatureEntity playerObj) : base(playerObj) { m_stateName = "RunActorState"; m_state = ActorState.RUN1; m_oldPos = playerObj.Position; m_duration = 4; m_timeAxis = new TimeAxis(m_duration * GlobalClient.KeyFrameManager.renderFrameCount * GlobalClient.TimeManager.FrameTime); Vector3 dir = m_playerObj.Rotation * m_playerObj.Direction; m_target = dir.normalized * m_duration * m_playerObj.Speed; }