#include "StdAfx.h" #include "NpcSceneNode.h" //#include "ObjectNameCard.h" #include "SceneManager.h" #include "CameraManager.h" #include "RenderSystem.h" //#include "ChatBubble.h" cNpcSceneNode::cNpcSceneNode( eSceneNodeType type ) : cDynamicSceneNode( type ) { } cNpcSceneNode::~cNpcSceneNode() { } bool cNpcSceneNode::Init( const cNpcSceneNodeParam& param ) { if( cDynamicSceneNode::Init( param ) == false ) { return false; } mHead = GetPartObject( eLINK_HEAD ); //if( !mpHead ) // assert(0); /// ¸»Ç³¼±¿ë °´Ã¼ »ý¼º // mpChatBubble = new cChatBubble; return true; } /* ------------------------------------------------------------------ * ÇÔ¼öÀ̸§ : InitLinkInfo() * ¸ñ Àû : ¸µÅ©Á¤º¸¸¦ ÀúÀåÇÒ ¸Þ¸ð¸®¸¦ ÃʱâÈ­ ÇÑ´Ù. * ÁÖÀÇ»çÇ× : * ------------------------------------------------------------------ */ bool cNpcSceneNode::InitLinkInfo() { mLinkInfo = NiNew NiTPrimitiveArray(2, 1); assert(mLinkInfo); if( mLinkInfo == 0 ) { return false; } for( unsigned int i=0; iGetAllocatedSize(); ++i ) { mLinkInfo->SetAt( i,0 ); } return true; } /* ------------------------------------------------------------------ * ÇÔ¼öÀ̸§ : InitPartsName() * ¸ñ Àû : ±×·¡ÇÈÆÀ°ú ¸ÂÃá °´Ã¼ÀÇ À̸§À» ¼ÂÆÃÇÑ´Ù. * ÁÖÀÇ»çÇ× : * ------------------------------------------------------------------ */ bool cNpcSceneNode::InitPartsName() { mPartsNameMap.SetAt( eLINK_HEAD, "head_dummy" ); mPartsNameMap.SetAt( eLINK_BODY, "body_dummy" ); mPartsNameMap.SetAt( eLINK_FOOT, "foot_dummy" ); return true; } /* ------------------------------------------------------------------ * ÇÔ¼öÀ̸§ : InitializeRandomIdle() * ¸ñ Àû : µ¿ÀÛÀÇ ´Ù¾ç¼ºÀ» Á¦°øÇϱâ À§Çؼ­ * ÁÖÀÇ»çÇ× : * ------------------------------------------------------------------ */ void cNpcSceneNode::InitializeRandomIdle() { mRandomIdle = NiNew NiTPrimitiveArray(1); mRandomIdle->SetAt(0, 0); } /// //cObjectNameCard* cNpcSceneNode::CreateNameCard( cBaseObject* pObj ) //{ // if( !pObj ) // { // assert(0); // return 0; // } // return new cNpcNameCard( pObj ); //} /// //void cNpcSceneNode::AddDepthPlaneObject() const //{ // cDynamicSceneNode::AddDepthPlaneObject(); // // /// ÇØ´ç NPC¿Í ³ª »çÀÌÀÇ °ü°è¿¡ µû¸¥ Äù½ºÆ® Á¤º¸¸¦ °¡Á®¿Â´Ù. // /// Äù½ºÆ® ¸¶Å© Ç¥½Ã¿¡ ´ëÇÑ Á¦¾È.. //}