DragonNest/GameCommon/TotalLevelSkillSystem.h
2024-12-20 16:56:44 +08:00

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#if defined(PRE_ADD_TOTAL_LEVEL_SKILL)
#pragma once
#include "Singleton.h"
class CDnTotalLevelSkillSystem
{
public:
CDnTotalLevelSkillSystem(DnActorHandle hActor);
virtual ~CDnTotalLevelSkillSystem();
enum _TotalLevelSkillType
{
TotalLevelSkill_Type_None = -1,
TotalLevelSkill_Type_Attack = 0,
TotalLevelSkill_Type_Defence,
TotalLevelSkill_Type_Ability,
};
enum _TotalLevelSkillSlotIndex
{
TotalLevelSkill_Slot_0,
TotalLevelSkill_Slot_1,
TotalLevelSkill_Slot_2,
TotalLevelSkill_Slot_3, //캐시 슬롯.
TotallevelSkill_Slot_Count,
};
enum _ErrorCode
{
TotalLevelSystem_Error_None = 0,
TotalLevelSystem_Error_NotUsable,
TotalLevelSystem_Error_NotActivateSlot,
TotalLevelSystem_Error_SameSkillType,
};
struct _TotalLevelSkillInfo
{
int m_TotalLevelLimit;
int m_ActorLevelLimit;
int m_SkillType;
int m_SkillTreeSlotIndex;
int m_SkillID;
};
struct _TotalLevelSkillSlotInfo
{
int m_LevelLimit;
int m_SlotIndex;
bool m_isCashSlot;
__time64_t m_ExpireDate;
};
protected:
DnActorHandle m_hActor; //통합 레벨 스킬 액터 주인
vector<DnSkillHandle> m_vlTotalLevelSkillList;
std::map<int, _TotalLevelSkillInfo> m_TotalLevelSkillInfoList; //통합 레벨 스킬 정보
std::map<int, _TotalLevelSkillSlotInfo> m_TotalLevelSlotInfoList; //통합 레벨 스킬 슬롯 정보
std::map<int, bool> m_TotalLevelSkillSlotActivate; //통합 레벨 슬롯 활성화 정보
std::map<int, DnSkillHandle> m_ActiveTotalLevelSkillList; //통합 레벨 스킬 등록 정보
int m_TotalLevel; //통합 레벨 현재 수치
void RemoveTotalLevelSkillFromList(int slotIndex);
public:
std::map<int, bool>& GetSlotActivateList() { return m_TotalLevelSkillSlotActivate; }
_TotalLevelSkillSlotInfo* GetSlotInfo(int nSlotIndex);
vector<DnSkillHandle>& GetTotalLevelSkillList() { return m_vlTotalLevelSkillList; }
_TotalLevelSkillInfo* GetTotalLevelSkillInfo(int nSkillID);
void LoadTotalLevelSkillList();
void LoadTotalLevelSkillSlotInfo();
DnSkillHandle FindTotalLevelSkill( int nSkillTableID );
bool IsTotalLevelSkill( int nSkillTableID );
bool IsActivateSlot(int nSlotIndex);
//통합 레벨 스킬 등록..
void AddTotalLevelSkill(int slotIndex, DnSkillHandle hSkill, bool isInitialize = false);
//통합 레벨 스킬 제거
void RemoveTotallevelSkill(int slotIndex);
//등록된 통합 레벨 스킬을 반환
DnSkillHandle GetActivateTotalLevelSkill(int slotIndex);
//통합 레벨 스킬 슬롯 활성화 설정.
void ActivateTotalLevelSkillSlot(int slotIndex, bool bActivate);
//캐쉬 슬롯 활성화 설정..
void ActivateTotalLevelSkillCashSlot(int nSlotIndex, bool bActivate, __time64_t tExpireDate);
void SetTotalLevel(int totalLevel);
int GetTotalLevel() { return m_TotalLevel; }
//스킬 등록 가능 한지 판단.
int CanAddSkill(int slotIndex, DnSkillHandle hSkill);
//통합 레벨 스킬이 활성화 되었는지..
bool IsUsableSkill(DnSkillHandle hSkill);
void UpdateTotalLevel();
void Process(LOCAL_TIME localTime, float fDelta);
int FindEmptySlot();
int FindEmptyNormalSlot(int nSkillID);
int FindEmptyCashSlot(int nSkillID);
int FindEmptySlot(int nSkillID);
};
#endif // PRE_ADD_TOTAL_LEVEL_SKILL