/* ==================================================================== * ÆÄ ÀÏ : DisplayObject.h * ¸ñ Àû : ij¸¯ÅÍ ¼±Åà ¹× »ý¼ºÃ¢À» À§ÇÑ Àü½Ã¿ë °´Ã¼ * ÀÛ ¼º ÀÚ : À̹ý¼® * ÀÛ ¼º ÀÏ : 2007.4.17 * ÁÖÀÇ»çÇ× : * =================================================================== */ #pragma once #include "Player.h" class cDisplayObject : public cPlayer { public: cDisplayObject(); virtual ~cDisplayObject(); virtual bool Create( sPlayerInfo* pBaseInfo, sPlayerWearInfo* pWearInfo, sPlayerWeaponInfo* pWeaponInfo, sPlayerExrInfo* pExrInfo, NiPoint3 sPos, NiMatrix3 sRot = NiMatrix3::IDENTITY, float fScale = 1.0f ); virtual bool ReCreate( sPlayerInfo* pBaseInfo, sPlayerWearInfo* pWearInfo, sPlayerWeaponInfo* pWeaponInfo, NiPoint3 sPos, NiMatrix3 sRot = NiMatrix3::IDENTITY, float fScale = 1.0f ); /// °»½ÅºÎ virtual void Update( unsigned long deltaTime, unsigned long accumTime ); inline char GetStandIdx() { return mStandIdx; } inline void SetStandIdx( char standIdx ) { mStandIdx = standIdx; } inline unsigned short GetMapNum() { return mMapNum; } inline void SetMapNum( unsigned short mapIdx ) { mMapNum = mapIdx; } const NiPoint3& GetCenterPos(); void SetRot( NiMatrix3 mat ); void Rotate( float angle ); /// °´Ã¼ÀÇ ¿ÜÇüÁ¤º¸ º¯Çü void UpdateDisplayForm( sPlayerInfo* pBaseInfo, sPlayerWearInfo* pWearInfo, sPlayerWeaponInfo* pWeaponInfo ); void ClearEffect(); void EnableNameCard( bool enable ) { mSetName = enable; } void SetDeleteWaitTime( long time ); long GetDeleteWaitTime() { return mDeleteWaitTime; } void SetDeleteLock( bool lock ) { mDeleteLock = lock; } bool IsDeleteLock() { return mDeleteLock; } protected: char mStandIdx; /// ij¸¯ÅÍ ¼ø¼­ unsigned short mMapNum; /// ¸Ê ¹øÈ£ bool mSetName; bool mInited; long mDeleteWaitTime; /// »èÁ¦ ´ë±â ½Ã°£ bool mDeleteLock; /// delete ¶ô };