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

48 lines
1.6 KiB
C++

#pragma once
#include "dnblow.h"
#include "DnActorStatIntervalManipulator.h"
class CDnMaxDamageAddBlow : public CDnBlow, public TBoostMemoryPool< CDnMaxDamageAddBlow >
{
public:
CDnMaxDamageAddBlow( DnActorHandle hActor, const char* szValue );
virtual ~CDnMaxDamageAddBlow(void);
virtual void OnBegin( LOCAL_TIME LocalTime, float fDelta );
virtual void Process( LOCAL_TIME LocalTime, float fDelta );
virtual void OnEnd( LOCAL_TIME LocalTime, float fDelta );
#if defined(_GAMESERVER)
virtual void OnTargetHit( DnActorHandle hTargetActor );
#else
virtual bool OnCustomIntervalProcess( void );
void ShowGraphicEffect(bool bShow);
#endif
protected:
float m_fRate; //확률값
#if defined(_GAMESERVER)
//////////////////////////////////////////////////////////////////////////
// OnDamage()내에서 OnTargetHit가 호출되서 추가 데미지가 두번 적용 되는것 처럼 보여 지는 현상이 있음.
// 그래서 다음 프레임에 추가 데미지를 처리 하기위한 처리를 위해 추가함.
// 확률계산이 액터당 되지 않도록 하기위한 처리도 포함.
bool m_bCalcProb; //확률계산 여부
bool m_bOnDamaged; //맞았는지 확인.
//int m_nAddDamag; //추가 데미지
bool CalcProb();
void AddDamage();
//////////////////////////////////////////////////////////////////////////
#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
};