void _sliding(FBActor actor, Fix64 deltaTime) { actor._updateDirectionByVelocity(); actor.m_timer -= deltaTime; if (actor.m_timer <= Fix64.Zero) { actor.m_particle.velocity = FixVector2.kZero; actor.m_stateSubState = (int)SubState.kWaiting; actor.m_timer = actor.m_configuration.st_waitingTime; actor.ignoreCollision = false; actor.sliding = false; //actor.world.onSlidingWaiting(actor, actor.m_timer); actor.m_slidingTargets.Clear(); } else { actor.m_particle.velocity = actor.m_stateVector * actor.m_timer; } }