#pragma once #include "DynamicSceneNode.h" /// NPC Àå¸é ³ëµå ÀÎÀÚ class cNpcSceneNodeParam : public cDynamicSceneNodeParam { public: cNpcSceneNodeParam(); }; inline cNpcSceneNodeParam::cNpcSceneNodeParam() { } class cNpcSceneNode : public cDynamicSceneNode { friend class cSceneManager; public: virtual ~cNpcSceneNode(); enum { /// ¸µÅ©¸¦ À§ÇÑ ´õ¹Ìµé eLINK_HEAD = 0, eLINK_BODY, eLINK_FOOT, eLINK_MAX, }; /// ÃʱâÈ­ virtual bool Init( const cNpcSceneNodeParam& param ); virtual const NiPoint3& GetObjectCenter() { return NiPoint3::ZERO; } protected: cNpcSceneNode( eSceneNodeType type = SCENENODE_NPC ); /// ¸µÅ©°ø°£À» Á¤ÀÇÇÑ´Ù. virtual bool InitLinkInfo(); /// ºÐÇÒ Á¤º¸¸¦ Á¤ÀÇÇÑ´Ù. (´õ¹Ì Æ÷ÇÔ) virtual bool InitPartsName(); /// ±âº» ¾Ö´Ï¸ÞÀ̼ÇÀ» Á¤ÀÇÇÑ´Ù. virtual void InitializeRandomIdle(); /// //virtual cObjectNameCard* CreateNameCard( cBaseObject* pObj ); /// //virtual void AddDepthPlaneObject() const; };