/* ==================================================================== * ÆÄ ÀÏ : PlayerSceneNode.h * ¸ñ Àû : Ç÷¹À̾î ij¸¯ÅÍ¿¡ ´ëÇÑ ¸ðµ¨ Á¤º¸¸¦ Á¤ÀÇÇÑ´Ù. * ÀÛ ¼º ÀÚ : À̹ý¼® * ÀÛ ¼º ÀÏ : 2006.5 * * Ãß°¡³»¿ë : * Ãß°¡³¯Â¥ ÀÛ¾÷ÀÚ Ãß°¡³»¿ë * 2006.06 À̹ý¼® »ý¼º * * ÁÖÀÇ»çÇ× : * =================================================================== */ #pragma once #include "DynamicSceneNode.h" /// Ç÷¹À̾î Àå¸é ³ëµå ÀÎÀÚ class cPlayerSceneNodeParam : public cDynamicSceneNodeParam { public: cPlayerSceneNodeParam(); }; inline cPlayerSceneNodeParam::cPlayerSceneNodeParam() { } /// Ç÷¹À̾î Àå¸é ³ëµå class cPlayerSceneNode : public cDynamicSceneNode { friend class cSceneManager; friend class cHero; public: virtual ~cPlayerSceneNode(); enum { /// ¸ðµ¨ÀÇ ÆÄÆ® ePART_HAIR = 0, ePART_FACE, ePART_BODY1, ePART_BODY2, ePART_HAND, ePART_FOOT, ePART_MAX = ePART_FOOT + 1, /// ¸µÅ©¸¦ À§ÇÑ ´õ¹Ìµé eLINK_HEAD = ePART_MAX, eLINK_BODY, eLINK_RHAND, eLINK_LHAND, eLINK_FOOT, eLINK_LARM, eLINK_RWEAPON = ePART_MAX + 10, eLINK_LWEAPON, eLINK_MAX = eLINK_FOOT - eLINK_HEAD + 1, }; /// ÃʱâÈ­ virtual bool Init( const cPlayerSceneNodeParam& param ); virtual void Process( unsigned long deltaTime, unsigned long accumTime ); /// ÆÄÆ® ±³Ã¼ //virtual bool ChangeParts( unsigned int partIdx, const char* fileName ); //virtual bool ChangePartsTexture( unsigned int partsIdx, const char* fileName ); /// ´õ¹Ì¿¡ °´Ã¼ ¸µÅ© //virtual unsigned int LinkObject( unsigned int dummyIdx, const char* fileName ); //virtual NiAVObject* GetPartWeapon( unsigned int objectIdx, bool left ); /// °´Ã¼ÀÇ Áß½ÉÁÂÇ¥¸¦ ¹ÝȯÇÑ´Ù. virtual const NiPoint3& GetObjectCenter(); /// ¸»Ç³¼± Ç¥Çö. //virtual void ActiveTarotBubble( LPTSTR msg, unsigned long color ); //virtual void DeActiveTarotBubble(); protected: cPlayerSceneNode( eSceneNodeType type = SCENENODE_PLAYER ); /// ¸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; protected: //cChatBubble* mpTarotBubble; }; /// //class cHeroSceneNode : public cPlayerSceneNode //{ // friend class cSceneManager; // //public: // virtual ~cHeroSceneNode(); // //protected: // cHeroSceneNode( eType type = eHERO ); // // /// // virtual void AddDepthPlaneObject() const; //};