#pragma once #include "DnUnknownRenderObject.h" #include "DnRenderBase.h" #include "DnActionBase.h" #include "DnItem.h" // Rotha // SimpleParts // ¾Ö´Ï¸ÞÀÌ¼Ç ÆÄÃ÷ÀÇ ±âº»¸¸ ±¸¼ºÇÑ Å¬·¹½º - ·£´õ¸¦ ºÙÀÌ´Â ¸ñÀûÀ¸·Î »ç¿ëÇϱâ À§ÇØ Á¦ÀÛÇß½À´Ï´Ù. // // PET À̳ª , NPC , Å»°Í°°Àº Actor ¿¡µµ ÆÄÃ÷¸¦ °£´ÜÈ÷ ºÙÀÏ ¼ö ÀÖ½À´Ï´Ù. // class CDnSimpleParts : public CDnUnknownRenderObject< CDnSimpleParts , MAX_SESSION_COUNT >, public CDnActionBase , public CDnItem , public CDnRenderBase { public: CDnSimpleParts(CMultiRoom *pRoom); virtual ~CDnSimpleParts(); protected: DnActorHandle m_hActor; EtAniObjectHandle m_hObject; DWORD m_dwUniqueID; protected: public: virtual bool Initialize( int nPartsTableID , const char *szSkinName , const char *szAniName ); virtual bool CreateObject( const char *szSkinName , const char *szAniName ); static DnPartsHandle CreateParts( CMultiRoom *pRoom, int nPartsTableID , const char *szSkinName , const char *szAniName ); virtual EtAniObjectHandle GetAniObjectHandle() { return m_hObject; } void SetUniqueID( DWORD dwUniqueID ) { m_dwUniqueID = dwUniqueID; } DWORD GetUniqueID() { return m_dwUniqueID; } EtAniObjectHandle GetObjectHandle() { return m_hObject; } void SetActor( DnActorHandle hActor ){ m_hActor = hActor; } void InitializeItem( int nTableID, int nSeed, char cOptionIndex = 0, char cEnchantLevel = 0, char cPotentialIndex = 0, char cSealCount = 0, bool bSoulBound = false); bool FreeObject(); };