📄 game_enemynpc.cpp
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#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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