DragonNest/GameCommon/DnAddStateOnConditionBlow.h
2024-12-19 09:48:26 +08:00

53 lines
1.7 KiB
C++

#pragma once
#include "dnblow.h"
#include "DnActorStatIntervalManipulator.h"
class CDnAddStateOnConditionBlow : public CDnBlow, public TBoostMemoryPool< CDnAddStateOnConditionBlow >
{
private:
float m_fRate; //확률
int m_nHitStateBlowIndex; //Hit시 상태 효과 Index
int m_nHitAttackAttribute; //Hit시 공격 속성
int m_nDestStateBlowIndex; //조건이 맞을때 추가될 상태효과 Index
std::string m_strStateAttribute;
int m_nStateDurationTime;
void SetInfo(const char* szValue);
public:
CDnAddStateOnConditionBlow( DnActorHandle hActor, const char* szValue );
virtual ~CDnAddStateOnConditionBlow(void);
void OnBegin( LOCAL_TIME LocalTime, float fDelta );
void Process( LOCAL_TIME LocalTime, float fDelta );
void OnEnd( LOCAL_TIME LocalTime, float fDelta );
#ifdef _GAMESERVER
virtual void OnTargetHit( DnActorHandle hTargetActor );
#else
virtual bool OnCustomIntervalProcess( void );
void ShowGraphicEffect(bool bShow);
#endif
#if defined(_GAMESERVER)
protected:
//////////////////////////////////////////////////////////////////////////
// 확률계산이 액터당 되지 않도록 하기위한 처리.
bool m_bCalcProb; //확률계산 여부
bool m_bOnDamaged; //맞았는지 확인.
bool CalcProb();
//////////////////////////////////////////////////////////////////////////
#else
CDnActorStatIntervalManipulator m_IntervalChecker;
bool m_bGraphicEffectShow;
bool m_bTrigger;
#endif // _GAMESERVER
#if defined(PRE_ADD_PREFIX_SYSTE_RENEW)
public:
static void AddStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue);
static void RemoveStateEffectValue(const char* szOrigValue, const char* szAddValue, std::string& szNewValue);
#endif // PRE_ADD_PREFIX_SYSTE_RENEW
};