40 lines
1.3 KiB
C++
40 lines
1.3 KiB
C++
#pragma once
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#include "EternityEngine.h"
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#include "ICustomActorProcessor.h"
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class CFade;
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class CDnCutSceneActProp;
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class CRTToolActorProcessor : public ICustomActorProcessor
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{
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private:
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vector<float> m_vlPrevFrame;
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vector<int> m_vlPrevActionIndex;
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CFade* m_pFade;
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vector<CDnCutSceneActProp*> m_vlpActProp;
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public:
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CRTToolActorProcessor(void);
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virtual ~CRTToolActorProcessor(void);
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// from ICustomActorProcessor
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void AddObjectToPlay( S_CS_ACTOR_INFO* pNewObject );
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void AddPropToPlay( S_CS_PROP_INFO* pPropInfo );
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void CalcAniDistance( S_CS_ACTOR_INFO* pActorInfo, float fCurFrame, float fPrevFrame, EtVector3& DistVec );
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void SetPropAction( CEtWorldProp* pProp, const char* pActionName, LOCAL_TIME AbsoluteTime, float fFrame );
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void Process( LOCAL_TIME LocalTime, float fDelta );
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int GetActionIndex( int iActorIndex, const char* pActionName ); // 주인공 캐릭터들이 달라지게 되는 경우도 있으므로 확실하게 인덱스를 얻어온다.
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float GetActorScale( int iActorIndex );
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void ShowProp( CEtWorldProp* pProp, bool bShow );
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void SetFadeObject( CFade* pFade ) { m_pFade = pFade; }
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void FadeIn( float fSpeed, DWORD dwColor );
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void FadeOut( float fSpeed, DWORD dwColor );
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void ShowSubtitle( const wchar_t* pSubtitle );
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void HideSubtitle( void );
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virtual void ShowEffect( void * pActor, bool bShow ); // #54681 - 플레이어캐릭터의 Hide처리.
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};
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