📄 character.h
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//--------------------------------------------------
// Desc: Ride Horse & Change Clothes Character
// Date: 2007.4.18 /update
// Author: artsylee
//
// Copyright (C) 2007 artsylee
//
//--------------------------------------------------
#ifndef _CHARACTER_
#define _CHARACTER_
#include "M2Character.h"
#include "CameraLock.h"
#include "Common.h"
enum RideState
{
RS_NONE = 0,
RS_HORSE,
RS_DRAKE,
};
enum EditCameraState
{
ES_NONE = 0,
ES_FADE_OUT,
ES_FADE_IN,
};
struct EditCameraAnimation
{
bool m_bEdit;
int m_bDynamicMode;
unsigned long m_Start;
float m_fCameraDelta;
float m_fCameraRadius;
float m_fOffsetYDelta;
float m_fOffsetZDelta;
EditCameraAnimation()
{
m_bEdit = false;
m_bDynamicMode = ES_NONE;
m_Start = 0;
m_fCameraDelta = 0.0f;
m_fCameraRadius = 0.0f;
m_fOffsetYDelta = 0.0f;
m_fOffsetZDelta = 0.0f;
}
};
class CCharacter : public CCameraLock
{
public:
CCharacter();
~CCharacter();
void Load(void);
void LoadPlayer(bool bDefault = true);
void SavePlayer(void);
void Update(void);
void Render(void);
M2Character* GetChar(void) { return &m_Char; }
void TurnTo(float fAngle);
void NextRider(void);
void WalkRun(void);
private:
void Move(float fSpeed);
void Turn(float fAngleSpeed);
float GetDirectionRadian(void);
float GetCameraDestRadian(void);
void OnRide(void);
// equipment change
public:
void InEquip(void);
void OutEquip(void);
private:
void OnEquip(void);
private:
// Player
M2Character m_Char;
D3DXVECTOR3 m_vDirection; // 角色方向, Y值不用
bool m_bRun;
float m_fSpeed; // 位移速度
float m_fSpeedRate;
float m_fAngleSpeed; // 转身角速度
int m_RideState;
bool m_bJump;
CTimer m_JumpTimer;
// Camera Control
EditCameraAnimation m_Mode;
};
#endif // _CHARACTER_
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