48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
#pragma once
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#include "CharacterVariation.h"
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class cCharacterData
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: public cCharacterBaseData
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, public cPlayerItemEffect
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, public cPlayerSetItemEffect
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#ifdef _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE
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, public cPlayerFPFullEffect
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#endif // _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE
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{
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private:
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EquipmentContainer* m_EquipmentContainer; // 이큅컨테이너
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bool m_RealEquipmentFlag[MAX_EQUIPMENT_SLOT_NUM]; // (활성화된)장비착용플래그
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HANDLE m_DestroyShieldEffectHandle; // 쉴드파괴이펙트
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bool m_IsInitialized;
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protected:
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cCharacterData();
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virtual ~cCharacterData();
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public:
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eCHAR_TYPE GetImageClass();
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DWORD GetClassCode();
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bool GetRealEquipFlag(int index) const;
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void SetRealEquipFlag(int index, bool equip_flag);
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EquipmentContainer* GetEquipmentContainer() const { return m_EquipmentContainer; }
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protected:
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void Initialize();
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void Release();
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bool IsCharacterDataCreated() { return m_IsInitialized; }
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void SetEquipmentContainer(EquipmentContainer* equip_container) { m_EquipmentContainer = equip_container; }
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float GetHeightVariationValue();
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HANDLE GetDestroyShieldEffect() { return m_DestroyShieldEffectHandle; }
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void SetDestroyShieldEffect(HANDLE effect_handle) { m_DestroyShieldEffectHandle = effect_handle; }
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}; |