74 lines
No EOL
2 KiB
C++
74 lines
No EOL
2 KiB
C++
#pragma once
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#include "ActionBase.h"
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#define _DIRECT_NEXT_ACTION_NAME
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class CActionElement : public CActionBase {
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public:
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CActionElement();
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virtual ~CActionElement();
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protected:
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CString m_szLinkAniName;
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DWORD m_dwLength;
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CString m_szNextActionName;
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DWORD m_dwBlendFrame;
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DWORD m_dwNextActionFrame;
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DWORD dwUnkAct2;
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DWORD dwUnkAct3;
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bool bUnkAct4;
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DWORD dwUnkAct5;
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CString m_szAniNameTemp;
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CString m_szActionNameTemp;
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bool m_bLoop;
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bool IsOverlapOtherChild( DWORD dwChildIndex );
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#ifdef _DIRECT_NEXT_ACTION_NAME
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void SetDirectActionName(bool bSet);
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#endif
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public:
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virtual void Process( LOCAL_TIME LocalTime );
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virtual void InitPropertyInfo();
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virtual void OnSetPropertyValue( DWORD dwIndex, CUnionValueProperty *pVariable );
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virtual void OnChangePropertyValue( DWORD dwIndex, CUnionValueProperty *pVariable );
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virtual void OnSelectChangePropertyValue( DWORD dwIndex, CUnionValueProperty *pVariable );
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virtual bool ExportObject( FILE *fp, int &nCount );
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virtual bool ImportObject( FILE *fp , int nVersion);
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bool CheckImportLinkAni( FILE *fp , int nVersion);
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#ifdef _DIRECT_NEXT_ACTION_NAME
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bool ImportForCheck(FILE *fp , int nVersion);
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#endif
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CString GetLinkAniName() { return m_szLinkAniName; }
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DWORD GetLength() { return m_dwLength; }
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CString GetNextActionName() { return m_szNextActionName; }
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DWORD GetBlendFrame() { return m_dwBlendFrame; }
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DWORD GetNextActionFrame() { return m_dwNextActionFrame; }
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void ChangeNextActionName( const char *szPrevName, const char *szNewName );
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bool IsCanPlay();
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void SetPlay();
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void Play( int nLoopCount = 1, float fFrame = 0.f );
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bool IsStop();
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bool IsPause();
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void Stop();
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void Pause();
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void Resume();
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void SetCurFrame( float fFrame );
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float GetCurFrame();
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float GetPrevFrame();
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void RequeueSignal( int nSourceLength, int nModifyLength, int nType );
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bool IsLoop();
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void SetLoop( bool bLoop );
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CActionElement &operator = ( CActionElement &e );
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void ReloadSCR(); // 이 액션에 들어있는 SCR들을 릴리즈해서, 다시 로드할 수 있게 한다.
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}; |