📄 guildlevelupdialog.cpp
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// GuildLevelUpDialog.cpp: implementation of the CGuildLevelUpDialog class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "GuildLevelUpDialog.h"
#include "./interface/cStatic.h"
#include "WindowIDEnum.h"
#include "GuildManager.h"
#include "ObjectManager.h"
#include "GameIn.h"
#include "NpcScriptDialog.h"
#include "ObjectStateManager.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CGuildLevelUpDialog::CGuildLevelUpDialog()
{
m_type = WT_GUILDLEVELUPDLG;
}
CGuildLevelUpDialog::~CGuildLevelUpDialog()
{
}
void CGuildLevelUpDialog::Linking()
{
for(int i=0; i<MAX_GUILD_STEP; ++i)
{
m_pLevelupNotComplete[i] = (cStatic*)GetWindowForID(GD_LU1NOTCOMPLETE+i);
m_pLevelupComplete[i] = (cStatic*)GetWindowForID(GD_LU1COMPLETE+i);
}
}
void CGuildLevelUpDialog::SetLevel(BYTE level)
{
BYTE lvl = level - 1;
for(int i=0; i<lvl; ++i)
{
m_pLevelupNotComplete[i]->SetActive(FALSE);
m_pLevelupComplete[i]->SetActive(TRUE);
}
for(i=lvl; i<MAX_GUILD_STEP; ++i)
{
m_pLevelupNotComplete[i]->SetActive(TRUE);
m_pLevelupComplete[i]->SetActive(FALSE);
}
}
void CGuildLevelUpDialog::SetActive(BOOL val)
{
if(val == TRUE)
{
BYTE level = GUILDMGR->GetGuildLevel();
SetLevel(level);
}
else
{
if(HERO == 0)
return;
if( ( HERO->GetState() == eObjectState_Deal ) && (GAMEIN->GetNpcScriptDialog()->IsActive() == FALSE))
OBJECTSTATEMGR->EndObjectState(HERO, eObjectState_Deal);
}
cDialog::SetActive(val);
}
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