#pragma once #include "IDnSkillProcessor.h" class CDnPlayAniProcess : public IDnSkillProcessor, public TBoostMemoryPool< CDnPlayAniProcess > { protected: string m_strActionName; string m_strChainActionName; string m_strLandingActionName; // °ð¹Ù·Î ÂøÁö¾×¼ÇÀ¸·Î À̾îÁö´Â ¾×¼ÇÀÎ °æ¿ì ÂøÁö¾×¼Ç±îÁö ³¡³ª¾ß ½ºÅ³ÀÌ ³¡³­ °ÍÀ¸·Î ÆÇ´ÜÇϱâ À§ÇØ. string m_strOriginalActionName; // ÀÌ°Ô ¼³Á¤µÈ µ¿¾ÈÀº Çѹø¸¸ ´Ù¸¥ ¾×¼ÇÀ¸·Î µÈ´Ù. #ifdef PRE_ADD_ADDITIOANL_SKILL_ACTION std::vector m_vecAdditionalAction; #endif protected: void CheckLandingAction( const char* pActionName, DnActorHandle hActor ); public: CDnPlayAniProcess( void ) { m_iType = PLAY_ANI; m_fTimeLength = 0.0f; }; // Àӽà ½ºÅ³ ¹é¾÷¿ëÀ¸·Î ¸¸µé¾î³õÀº »ý¼ºÀÚ. ¹Ýµå½Ã ÇÊ¿äÇÑ º¯¼öµé ÃʱâÈ­. CDnPlayAniProcess( DnActorHandle hActor, const char* pActionName ); virtual ~CDnPlayAniProcess(void); const char* GetActionName( void ) { return m_strActionName.c_str(); }; const char* GetChainActionName() { return m_strChainActionName.c_str(); } const char* GetLandingActionName() { return m_strLandingActionName.c_str(); } // from IDnSkillProcessor void OnBegin( LOCAL_TIME LocalTime, float fDelta, DnSkillHandle hParentSkill ); void Process( LOCAL_TIME LocalTime, float fDelta ); void OnEnd( LOCAL_TIME LocalTime, float fDelta ); int GetNumArgument( void ) { return 1; }; void CopyFrom( IDnSkillProcessor* pProcessor ); // ÇÁ·Î¼¼½ÌÀÌ ³¡³µ´Â°¡~ virtual bool IsFinished( void ); // üÀÎ ¾×¼Ç ¿äûÀÌ µé¾î¿ÔÀ» °æ¿ì ¾×¼Ç ³¡³ª´Â ½Ã°£À» ´Ã¸°´Ù. void OnChainInput( const char* pActionName ); void ChangeActionNameOnce( const char* pActionName ); void RestoreActionNameOnce( void ); public: bool CheckAnimation(); };