📄 terraineffectmanager.h
字号:
// TerrainEffectManager.h: interface for the TerrainEffectManager class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_TERRAINEFFECTMANAGER_H__F110DACB_E760_4EA0_B002_647FCC56F4E8__INCLUDED_)
#define AFX_TERRAINEFFECTMANAGER_H__F110DACB_E760_4EA0_B002_647FCC56F4E8__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "BaseFunc.h"
#include "3DMapEffect.h"
typedef struct
{
char szIndex[128];
DWORD dwDelay;
DWORD dwRandomDelay;
int nOffsetX;
int nOffsetY;
}TerrainEffectUnitInfo;
#include <vector>
using namespace std;
typedef vector<TerrainEffectUnitInfo*> VECTOR_TERRAINEFFECTUNIT;
class CTerainEffectUnit
{
public:
CTerainEffectUnit();
~CTerainEffectUnit();
private:
VECTOR_TERRAINEFFECTUNIT m_setUnit;
CMyPos m_posWorld;
DWORD m_dwTimeBegin;
int m_nDir;
vector<C3DMapEffect*> m_setMapEffect;
public:
BOOL Process();
void Destroy();
public:
void SetPos(CMyPos posWorld){m_posWorld = posWorld;}
void AddUnit(TerrainEffectUnitInfo* pInfo){m_setUnit.push_back(pInfo);}
BOOL Create(char* pszFileName);
void Die();
static CTerainEffectUnit* CreateNew(char* pszFileName);
void SetDir(int nDir){m_nDir = nDir;}
void Rotate(CMyPos posSender, CMyPos posTarget);
};
typedef vector<CTerainEffectUnit*> VECTOR_TERRAINEFFECT;
class CTerrainEffectManager
{
public:
CTerrainEffectManager();
virtual ~CTerrainEffectManager();
private:
VECTOR_TERRAINEFFECT m_setEffect;
public:
void Process();
void Destroy();
void AddUnit(CTerainEffectUnit* pUnit){m_setEffect.push_back(pUnit);}
};
#endif // !defined(AFX_TERRAINEFFECTMANAGER_H__F110DACB_E760_4EA0_B002_647FCC56F4E8__INCLUDED_)
⌨️ 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 + -