📄 actionrandomsay.h
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//////////////////////////////////////////////////////////////////////////////// Filename : ActionRandomSay.h// Written By : // Description ://////////////////////////////////////////////////////////////////////////////#ifndef __ACTION_RANDOM_SAY_H__#define __ACTION_RANDOM_SAY_H__#include "Types.h"#include "Exception.h"#include "Action.h"#include "ActionFactory.h"//////////////////////////////////////////////////////////////////////////////// class ActionRandomSay;//////////////////////////////////////////////////////////////////////////////class ActionRandomSay : public Action {public: virtual ActionType_t getActionType() const throw() { return ACTION_RANDOM_SAY; } virtual void read(PropertyBuffer & propertyBuffer) throw(Error); virtual void execute(Creature* pCreature1, Creature* pCreature2 = NULL) throw(Error); virtual string toString() const throw();public: ScriptID_t getStartScriptID() const throw() { return m_StartScriptID; } void setStartScriptID(ScriptID_t scriptID) throw() { m_StartScriptID = scriptID; } ScriptID_t getEndScriptID() const throw() { return m_EndScriptID; } void setEndScriptID(ScriptID_t scriptID) throw() { m_EndScriptID = scriptID; }private: ScriptID_t m_StartScriptID; // 富且 措荤 酒捞叼 矫累 ID ScriptID_t m_EndScriptID; // 富且 措荤 酒捞叼 场 ID};////////////////////////////////////////////////////////////////////////////////// class ActionRandomSayFactory;////////////////////////////////////////////////////////////////////////////////class ActionRandomSayFactory : public ActionFactory {public: virtual ActionType_t getActionType() const throw() { return Action::ACTION_RANDOM_SAY; } virtual string getActionName() const throw() { return "RandomSay"; } virtual Action* createAction() const throw() { return new ActionRandomSay(); }};#endif
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