#ifndef __BASEEFFECT_H__ #define __BASEEFFECT_H__ #include "BaseStatus.h" class BaseEffect : public BaseStatus { public: BaseEffect() {} ~BaseEffect() {} VOID Init( SLOTCODE SkillCode, int iApplicationTime, int iPeriod, Character *pAttacker, WzVector vCurPos, float fRadius ); virtual VOID Start() {} virtual VOID Execute(); virtual VOID End() {} #ifdef _NA_008260_20150429_MODIFY_EFFECTSKILL_LIFETIME virtual BOOL Update(DWORD cur_time); #endif //_NA_008260_20150429_MODIFY_EFFECTSKILL_LIFETIME // ÇÏÀ§ Ŭ·¡½º¿¡¼­¸¸ ¾²ÀÌ´Â ÇÔ¼ö virtual VOID SetDamage( eATTACK_TYPE eType, DAMAGETYPE wDamage ) { __UNUSED((eType, wDamage)); } virtual VOID SetSkillPercentDamage( float fSkillPercentDamage ) { __UNUSED(fSkillPercentDamage); } protected: SLOTCODE m_SkillCode; // ÀÌÆåÆ®¸¦ ¹ß»ý½ÃŲ ½ºÅ³ÄÚµå GameField* m_pField; // Effect°¡ ½ÃÀüµÈ Çʵå DWORD m_dwSectorIndex; // Effect°¡ ½ÃÀüµÈ ¼½ÅÍ À妽º WzVector m_vCurPos; // ÇöÀçÀ§Ä¡ float m_fRadius; // ¹ÝÁö¸§ }; #endif