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📄 game_enemynpc.cpp

📁 自己写的一个D3D游戏Dome。实现了基本的游戏功能
💻 CPP
字号:
#include "..\Include\Game_EnemyNpc.h"

Game_EnemyNpc::Game_EnemyNpc(WCHAR * name,Game_Terrain* Game_Terrain,D3DXVECTOR3 pos,float scale){
	m_pGame_SkinMesh=Game_Resource::Instance()->GetSkinMesh(name);
	m_pGame_Terrain=Game_Terrain;
	m_pGame_SkinMesh->m_vPos=pos;
	m_pGame_SkinMesh->m_fScale=scale;
}

void Game_EnemyNpc::Render(float timeStep){
	if (m_pGame_SkinMesh->m_MouseMove){
		m_pGame_SkinMesh->SetAnimationName("run");
		if(!m_pGame_SkinMesh->m_KeyMove){
			m_pGame_SkinMesh->WalkFoward(timeStep*m_pGame_SkinMesh->m_speed1,m_pGame_Terrain);
		}
		if (m_pGame_SkinMesh->DistanceOfTwoVec3(m_pGame_SkinMesh->m_vPos,m_pGame_SkinMesh->m_destpoint)<=10){	
			m_pGame_SkinMesh->SetAltitude(m_pGame_SkinMesh->m_destpoint.y);
			m_pGame_SkinMesh->SetAnimationName("wait");
			m_pGame_SkinMesh->m_MouseMove=false;
		}
	}
	if (m_pGame_SkinMesh->m_bnextAnim){
		float couTime = (float)m_pGame_SkinMesh->m_pCurAnimSet->GetPeriod();
		if (m_pGame_SkinMesh->IsAnimEnd(timeStep)){
			m_pGame_SkinMesh->SetAnimationName(m_pGame_SkinMesh->m_strAnim);

			m_pGame_SkinMesh->m_CurTime = 0.0f;
			timeStep=0.0f;
		}
	}
	m_pGame_SkinMesh->Render(timeStep,m_pGame_SkinMesh->m_vPos,m_pGame_SkinMesh->m_fAngle,m_pGame_SkinMesh->m_fScale);
}

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