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