DragonNest/GameCommon/DnPropHitCondition.cpp
2024-12-20 16:56:44 +08:00

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#include "StdAfx.h"
#include "DnPropHitCondition.h"
#include "DnWorldActProp.h"
#ifdef _DEBUG
#define new new(_NORMAL_BLOCK,__FILE__,__LINE__)
#endif
CDnPropHitCondition::CDnPropHitCondition( DnPropHandle hEntity ) : CDnPropCondition(hEntity)
{
}
CDnPropHitCondition::~CDnPropHitCondition(void)
{
}
bool CDnPropHitCondition::IsSatisfy( void )
{
bool bResult = false;
if( !m_hEntity )
return false;
CDnWorldActProp* pActProp = static_cast<CDnWorldActProp*>(m_hEntity.GetPointer());
if( NULL == pActProp )
{
#ifdef ENABLE_PROP_CONDITION_LOG
OutputDebug( "[?? Prop FSM Condition Log] CDnPropHitCondition::IsSatisfy - Entity Prop is NULL!\n" );
#endif
return false;
}
if( pActProp->IsHittedAndReset() )
bResult = true;
#ifdef ENABLE_PROP_CONDITION_LOG
char* pResult = NULL;
if( bResult )
pResult = "true";
else
pResult = "false";
OutputDebug( "[Prop(%d) FSM Condition Log] CDnPropHitCondition::IsSatisfy Result: \"%s\"\n", m_hEntity->GetUniqueID(), pResult );
#endif
return bResult;
}