📄 skillobjectstateunit.h
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// SkillObjectStateUnit.h: interface for the CSkillObjectStateUnit class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SKILLOBJECTSTATEUNIT_H__34F8AAF7_94B4_479A_9AB4_2AA623C8E491__INCLUDED_)
#define AFX_SKILLOBJECTSTATEUNIT_H__34F8AAF7_94B4_479A_9AB4_2AA623C8E491__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "SkillInfo.h"
class CSkillObject;
class CSkillObjectTargetList;
class CSkillObjectStateUnit
{
protected:
#ifdef _MHCLIENT_
WORD m_StateEffectNum[MAX_SKILLMAINTAIN_EFFECT];
WORD m_StateIconNum[MAX_SKILLMAINTAIN_EFFECT];
#endif
CSkillObject* m_pSkillObject;
WORD m_PNTarget; // 0:Positive 1:Negative
public:
CSkillObjectStateUnit();
virtual ~CSkillObjectStateUnit();
WORD GetPNTarget() { return m_PNTarget; }
void SetSkillObject(CSkillObject* pSkillObject) { m_pSkillObject = pSkillObject; }
virtual void Init(CSkillInfo* pSkillInfo,WORD SkillLevel) = 0;
void StartState(CSkillObjectTargetList* pTargetList);
void EndState(CSkillObjectTargetList* pTargetList);
void StartState(CObject* pObject,BYTE bTargetKind);
void EndState(CObject* pObject,BYTE bTargetKind);
virtual void DoStartState(CObject* pObject) = 0;
virtual void DoEndState(CObject* pObject) = 0;
};
#endif // !defined(AFX_SKILLOBJECTSTATEUNIT_H__34F8AAF7_94B4_479A_9AB4_2AA623C8E491__INCLUDED_)
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