DragonNest/GameCommon/DnChangeActionStrProcessor.h

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2024-12-19 09:48:26 +08:00
#pragma once
#include "IDnSkillProcessor.h"
class CDnProjectile;
// ȭ<><C8AD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><>ų ó<><C3B3> <20><><EFBFBD>μ<EFBFBD><CEBC><EFBFBD>
class CDnChangeActionStrProcessor : public IDnSkillProcessor, public TBoostMemoryPool< CDnChangeActionStrProcessor >
{
protected:
// std::string m_szActionStr;
// std::string m_szAdditionalStr;
map<string, string> m_szMapMatchStr;
set<string> m_setChangeActionNames;
protected:
public:
CDnChangeActionStrProcessor( void ) { m_iType = CHANGE_ACTIONSTR; }; // <20>ӽ<EFBFBD> <20><>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20>ݵ<EFBFBD><DDB5><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ.
CDnChangeActionStrProcessor( DnActorHandle hActor, const char *szAdditionalStr, DNVector(std::string) &szActionStr );
virtual ~CDnChangeActionStrProcessor(void);
// from IDnSkillProcessor.h
virtual void SetHasActor( DnActorHandle hActor );
void OnBegin( LOCAL_TIME LocalTime, float fDelta, DnSkillHandle hParentSkill );
void Process( LOCAL_TIME LocalTime, float fDelta );
void OnEnd( LOCAL_TIME LocalTime, float fDelta );
bool IsFinished( void );
int GetNumArgument( void ) { return (int)m_szMapMatchStr.size()+1; }
const char *GetChangeActionName( const string& strNowActionName, bool* pBChanged = NULL );
bool IsChangedActionName( const char* pActionName );
void CopyFrom( IDnSkillProcessor* pProcessor );
map<string, string>& GetMachStringList() { return m_szMapMatchStr; }
set<string>& GetChangeActionNameList() { return m_setChangeActionNames; }
};