#include "SunClientPrecompiledHeader.h" #include "AutobotAreaVillage.h" #include "Autobot/Autobot.h" #include "Autobot/Condition/AutobotCondition.h" #include "Autobot/Condition/AutobotConditionManager.h" #include "Autobot/Action/AutobotActionMove.h" #include "Autobot/Action/AutobotActionShop.h" #include "Autobot/Action/AutobotActionReadyVillage.h" #include "Autobot/Action/AutobotActionReturnField.h" #include "Autobot/Passpoint/AutobotPasspointManager.h" #include "Autobot/Action/Global/AutobotActionShouting.h" #include "GlobalData.h" #include "Hero.h" #include "NPC.h" #include "HeroActionInput.h" #include "Mouse.h" #include "RadarFullDialog.h" #include "Interface/uiRadarMan/uiRadarMan.h" #include "ItemManager.h" #include "ItemInfoParser.h" #include "PacketRequestManager.h" #include "GameFramework.h" #include "SceneBase.h" #include "ShopInfoParser.h" #include "ObjectManager.h" #include "InventoryDialog.h" //------------------------------------------------------------------------------ AutobotAreaVillage* AutobotAreaVillage::Instance() { static AutobotAreaVillage instance; return &instance; } //------------------------------------------------------------------------------ AutobotAreaVillage::AutobotAreaVillage() : //shop_npc_(NULL), //shop_finish_(false), return_field_(false) { state_machine()->PushGlobalState(AutobotActionShouting::Instance()); state_machine()->RegisterState("ready", AutobotActionReadyVillage::Instance()); state_machine()->RegisterState("move", AutobotActionMove::Instance()); state_machine()->RegisterState("shop", AutobotActionShop::Instance()); state_machine()->RegisterState("returnfield", AutobotActionReturnField::Instance()); } //------------------------------------------------------------------------------ AutobotAreaVillage::~AutobotAreaVillage() { } //------------------------------------------------------------------------------ void AutobotAreaVillage::Enter(Autobot* owner) { AutobotPasspointManager::Instance()->Clear(); //set_shop_finish(false); //! µû¶ó °¡±â ¿É¼Ç ²¨°í g_HeroInput.SetFollowState(FALSE); state_machine()->ChangeState("ready"); } //------------------------------------------------------------------------------ void AutobotAreaVillage::Exit(Autobot* owner) { //shop_npc_ = NULL; //waypoint_ = NULL; //shop_finish_ = false; return_field_ = false; } //------------------------------------------------------------------------------ bool AutobotAreaVillage::Execute(Autobot* owner) { return state_machine()->Update(); ////if (shop_npc() == NULL) //{ // shop_npc_ = GameFunc::GetNearestShopNpc(eITEMTYPE_WASTE); //} ////if (waypoint() == NULL) ////{ //// waypoint_ = GameFunc::GetWaypoint(); ////} //if ((shop_npc() != NULL)/* && (waypoint() != NULL)*/) //{ // return state_machine()->Update(); //} //return true; } //------------------------------------------------------------------------------ bool AutobotAreaVillage::NetworkProc(Autobot* owner, MSG_BASE* packet) { return state_machine()->NetworkProc(packet); }