📄 conditioneverytime.h
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////////////////////////////////////////////////////////////////////////////////// Filename : ConditionEveryTime.h// Written By : // Description :// 概 林扁付促 漂沥 咀记阑 角青窍档废 茄促.////////////////////////////////////////////////////////////////////////////////#ifndef __EVERY_TIME_H__#define __EVERY_TIME_H__#include "Condition.h"#include "ConditionFactory.h"#include "Creature.h"//////////////////////////////////////////////////////////////////////////////// class ConditionEveryTime;//////////////////////////////////////////////////////////////////////////////class ConditionEveryTime : public Condition {public: virtual ConditionType_t getConditionType() const throw() { return CONDITION_EVERY_TIME; } virtual bool isActive() const throw() { return true; } virtual bool isSatisfied(Creature* pNPC, Creature* pPC = NULL, void* pParam = NULL) const throw(); virtual void read(PropertyBuffer & propertyBuffer) throw(Error); virtual string toString() const throw();public: Turn_t getTurn() const throw() { return m_Turn; } void setTurn(Turn_t turn) throw() { m_Turn = turn; } Timeval & getNextTurn() throw() { return m_NextTurn; } const Timeval & getNextTurn() const throw() { return m_NextTurn; } void setNextTurn(Timeval tv) throw() { m_NextTurn = tv; } private: Turn_t m_Turn; // 促澜 角青矫埃 // isSatisfied() 啊 const method 捞瘤父, 郴何俊辑 蔼阑 函版秦具 // 窍扁 锭巩俊 mutable 肺 汲沥沁促. mutable Timeval m_NextTurn; };//////////////////////////////////////////////////////////////////////////////// class ConditionEveryTimeFactory;//////////////////////////////////////////////////////////////////////////////class ConditionEveryTimeFactory : public ConditionFactory {public: virtual ConditionType_t getConditionType() const throw() { return Condition::CONDITION_EVERY_TIME; } virtual Condition* createCondition() const throw() { return new ConditionEveryTime(); } virtual string getConditionName() const throw() { return "EveryTime"; }};#endif
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