示例#1
0
void HeroHurt::enter(Hero *object)
{
	// 面向对你造成伤害者
	int entity_id = object->getStateMachine()->userdata().hurt_source;
	BaseGameEntity *entity = object->getEntityManger()->getEntityByID(entity_id);
	if (entity != nullptr)
	{
		if (entity->getPositionX() < object->getPositionX())
		{
			object->setDirection(BaseGameEntity::kLeftDirection);
		}
		else
		{
			object->setDirection(BaseGameEntity::kRightDirection);
		}
	}

	system_clock::time_point current_time = system_clock::now();
	system_clock::time_point last_hurt_time = object->getStateMachine()->userdata().was_hit_time;
	system_clock::duration duration = current_time - last_hurt_time;
	if (duration_cast<milliseconds>(duration).count() < 1000)
	{
		++object->getStateMachine()->userdata().was_hit_count;
	}
	else
	{
		object->getStateMachine()->userdata().was_hit_count = 1;
	}

	if (object->getStateMachine()->userdata().was_hit_count < 3)
	{
		Animation *animation = AnimationManger::instance()->getAnimation("hero_hurt");
		Animate *animate = Animate::create(animation);
		animate->setTag(ActionTags::kHeroHurt);
		object->runAction(animate);
		object->getStateMachine()->userdata().was_hit_time = system_clock::now();
	}
	else
	{
		object->getStateMachine()->change_state(HeroKnockout::instance());
	}

	if (object->hasWeapon())
	{
		auto current_level = object->getEntityManger()->getCurrentLevel();
		current_level->dropWeapon(object);
	}
}