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

39 lines
1.3 KiB
C++

#pragma once
#include "dnblow.h"
//중첩시 추가 액션 상태효과
class CDnPileAddEffectBlow : public CDnBlow,
public TBoostMemoryPool< CDnPileAddEffectBlow >
{
public:
CDnPileAddEffectBlow( DnActorHandle hActor, const char* szValue );
virtual ~CDnPileAddEffectBlow(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 );
virtual void OnDuplicate( const STATE_BLOW& StateBlowInfo );
virtual void OnSetParentSkillInfo();
virtual void SignalProcess( LOCAL_TIME LocalTime, float fDelta );
//상태효과가 중첩 카운트 수치에 도달 하면 활성화 여부 설정.
void SetActivateBlow(bool bActivate) { m_bActivatedBlow = bActivate; }
bool IsActivatedBlow() { return m_bActivatedBlow; }
private:
std::string m_szTargetAction;
CEtActionBase::ActionElementStruct* m_pActionElement;
float m_fFrame;
DWORD m_ActionDurationTime;
vector<CEtActionSignal *> m_vlpSignalList;
bool m_bActivatedBlow; //중첩 설정 수치에 도달 했을때 활성화 됨..
#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
};