local Base = require "Battle/Logic/Entity/State/State_Node" local State_RideShowPos = class("State_RideShowPos",Base) --[[ 进入该State --]] function State_RideShowPos:StateIn(entity, skillID, animName, command) Base.StateIn(self, entity, skillID, animName, command) entity.components.anim:SetCurAnimID(LuaConst.Animation_horseShowPos,LuaConst.MoveMode.ByMoveManual) end --在进入了后摇阶段后 ,无cmd输入时 function State_RideShowPos:StateUpdateNoCmd(entity) local stateType = LuaConst.StateType.None if entity.components.anim.IsCurAnimOver then stateType = LuaConst.StateType.Idle end return stateType end return State_RideShowPos