📄 skillobjectstateunit_tieup.cpp
字号:
// SkillObjectStateUnit_TieUp.cpp: implementation of the CSkillObjectStateUnit_TieUp class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "SkillObjectStateUnit_TieUp.h"
#include "ObjectStateManager.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CSkillObjectStateUnit_TieUp::CSkillObjectStateUnit_TieUp()
{
}
CSkillObjectStateUnit_TieUp::~CSkillObjectStateUnit_TieUp()
{
}
void CSkillObjectStateUnit_TieUp::Init(CSkillInfo* pSkillInfo,WORD SkillLevel)
{
ASSERT(pSkillInfo->GetTieUpType() != SKILLTIEUP_TYPE_NOTHING);
m_TieUpType = pSkillInfo->GetTieUpType();
m_PNTarget = SKILLRESULTKIND_NEGATIVE;
#ifdef _MHCLIENT_
//Áö¼ÓÈ¿°úÇ¥½Ã
if(m_TieUpType == 2)
{
m_StateEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_TieUpCanMove;
}
else if(m_TieUpType == 1)
{
m_StateEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_TieUpCanAttack;
}
else if(m_TieUpType == 3)
{
m_StateEffectNum[0] = pSkillInfo->GetSkillInfo()->EffectMineOperate;
m_StateIconNum[0] = eStatusIcon_TieUpAll;
}
/*
659 °á¹Ú (°ø°Ý) °á¹Ú (2: °ø°Ý)
662 °á¹Ú (À̵¿) °á¹Ú (1: À̵¿)
665 °á¹Ú (ÀüºÎ) °á¹Ú (3: ÀüºÎ)
*/
#endif
}
#ifdef _MAPSERVER_
void CSkillObjectStateUnit_TieUp::DoStartState(CObject* pObject)
{
if(m_TieUpType == SKILLTIEUP_TYPE_CANSKILL)
OBJECTSTATEMGR_OBJ->StartObjectState(pObject,eObjectState_TiedUp_CanSkill,0);
else if(m_TieUpType == SKILLTIEUP_TYPE_CANMOVE)
OBJECTSTATEMGR_OBJ->StartObjectState(pObject,eObjectState_TiedUp_CanMove,0);
else if(m_TieUpType == SKILLTIEUP_TYPE_TIEDALL)
OBJECTSTATEMGR_OBJ->StartObjectState(pObject,eObjectState_TiedUp,0);
}
void CSkillObjectStateUnit_TieUp::DoEndState(CObject* pObject)
{
if(m_TieUpType == SKILLTIEUP_TYPE_CANSKILL)
OBJECTSTATEMGR_OBJ->EndObjectState(pObject,eObjectState_TiedUp_CanSkill,0);
else if(m_TieUpType == SKILLTIEUP_TYPE_CANMOVE)
OBJECTSTATEMGR_OBJ->EndObjectState(pObject,eObjectState_TiedUp_CanMove,0);
else if(m_TieUpType == SKILLTIEUP_TYPE_TIEDALL)
OBJECTSTATEMGR_OBJ->EndObjectState(pObject,eObjectState_TiedUp,0);
}
#else
#include "EFFECT/EffectManager.h"
#include "Object.h"
#include "SkillObject_client.h"
#include "StatusIconDlg.h"
void CSkillObjectStateUnit_TieUp::DoStartState(CObject* pObject)
{
OBJECTEFFECTDESC desc[MAX_SKILLMAINTAIN_EFFECT];
for(int n=0;n<MAX_SKILLMAINTAIN_EFFECT;++n)
{
desc[n].SetDesc(m_StateEffectNum[n]);
if(m_StateIconNum[n])
STATUSICONDLG->AddIcon(pObject,m_StateIconNum[n]);
}
pObject->AddObjectEffect(SKILLOBJECT_ID_START+m_pSkillObject->GetSkillIdx(),desc,MAX_SKILLMAINTAIN_EFFECT);
if(m_TieUpType == SKILLTIEUP_TYPE_CANSKILL)
{
OBJECTSTATEMGR->StartObjectState(pObject,eObjectState_TiedUp_CanSkill);
}
else if(m_TieUpType == SKILLTIEUP_TYPE_CANMOVE)
{
OBJECTSTATEMGR->StartObjectState(pObject,eObjectState_TiedUp_CanMove);
}
else if(m_TieUpType == SKILLTIEUP_TYPE_TIEDALL)
{
OBJECTSTATEMGR->StartObjectState(pObject,eObjectState_TiedUp);
}
}
void CSkillObjectStateUnit_TieUp::DoEndState(CObject* pObject)
{
pObject->RemoveObjectEffect(SKILLOBJECT_ID_START+m_pSkillObject->GetSkillIdx());
for(int n=0;n<MAX_SKILLMAINTAIN_EFFECT;++n)
{
if(m_StateIconNum[n])
STATUSICONDLG->RemoveIcon(pObject,m_StateIconNum[n]);
}
if(m_TieUpType == SKILLTIEUP_TYPE_CANSKILL)
OBJECTSTATEMGR->EndObjectState(pObject,eObjectState_TiedUp_CanSkill);
else if(m_TieUpType == SKILLTIEUP_TYPE_CANMOVE)
OBJECTSTATEMGR->EndObjectState(pObject,eObjectState_TiedUp_CanMove);
else if(m_TieUpType == SKILLTIEUP_TYPE_TIEDALL)
OBJECTSTATEMGR->EndObjectState(pObject,eObjectState_TiedUp);
}
#endif
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -