//======================================================================================================================= /** StartScene @author À¯À翵 @since @remarks */ #pragma once #include "scenebase.h" #include "battlescene.h" #include "MapArea.h" class TestUIScene_Ext01; class MissionScene : public BattleScene { public: friend TestUIScene_Ext01; MissionScene(void); virtual ~MissionScene(void); public: // virtual methods void Activate( void ); // Ȱ¼ºÈ­ µÇ¾úÀ» ¶§ BOOL Init( void ); // ÃʱâÈ­, ·Îµù BOOL Process( DWORD dwTick ); // ¸ÞÀÎ °è»ê BOOL Render( DWORD dwTick ); // ¸ÞÀÎ ·£´õ¸µ void Release( void ); // Á¾·á virtual void ParsePacket( MSG_BASE * pMsg ); // ³×Æ®¿öÅ© ÆÐŶ ó¸® virtual void OnRecvCG_STATUS( MSG_BASE * pMsg ); virtual void OnRecvCG_MISSION( MSG_BASE * pMsg ); void InitMissionTime(); virtual void ProcessKeyInput(); void SetLeavePartyBan() { m_bLeave_Party_Ban = true; } bool IsLeavePartyBan() { return m_bLeave_Party_Ban; } virtual RELATIONKIND::TYPE GetRelationKindOfCharacter( Character* pObject, BOOL bForceEnemy ); protected: void verifyDeadMessageBox(); bool m_bLeave_Party_Ban; // ¹Ì¼ÇÁß ÆÄƼ¿¡¼­ °­Åð´çÇÔ private: }; extern MissionScene g_MissionScene;