#pragma once #include "EternityEngine.h" #include "ICustomActorProcessor.h" class CFade; class CDnCutSceneActProp; class CRTToolActorProcessor : public ICustomActorProcessor { private: vector m_vlPrevFrame; vector m_vlPrevActionIndex; CFade* m_pFade; vector m_vlpActProp; public: CRTToolActorProcessor(void); virtual ~CRTToolActorProcessor(void); // from ICustomActorProcessor void AddObjectToPlay( S_CS_ACTOR_INFO* pNewObject ); void AddPropToPlay( S_CS_PROP_INFO* pPropInfo ); void CalcAniDistance( S_CS_ACTOR_INFO* pActorInfo, float fCurFrame, float fPrevFrame, EtVector3& DistVec ); void SetPropAction( CEtWorldProp* pProp, const char* pActionName, LOCAL_TIME AbsoluteTime, float fFrame ); void Process( LOCAL_TIME LocalTime, float fDelta ); int GetActionIndex( int iActorIndex, const char* pActionName ); // ÁÖÀΰø ij¸¯Å͵éÀÌ ´Þ¶óÁö°Ô µÇ´Â °æ¿ìµµ ÀÖÀ¸¹Ç·Î È®½ÇÇÏ°Ô À妽º¸¦ ¾ò¾î¿Â´Ù. float GetActorScale( int iActorIndex ); void ShowProp( CEtWorldProp* pProp, bool bShow ); void SetFadeObject( CFade* pFade ) { m_pFade = pFade; } void FadeIn( float fSpeed, DWORD dwColor ); void FadeOut( float fSpeed, DWORD dwColor ); void ShowSubtitle( const wchar_t* pSubtitle ); void HideSubtitle( void ); virtual void ShowEffect( void * pActor, bool bShow ); // #54681 - Ç÷¹À̾îij¸¯ÅÍÀÇ Hideó¸®. };