Files
2022-10-26 12:25:11 +08:00

48 lines
1.3 KiB
C++

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