Files
Sun1602/Client/GameClient/Interface/uiSelectClass2/uiSelectClass2.cpp
T
2022-10-26 12:25:11 +08:00

73 lines
2.4 KiB
C++

#include "SunClientPrecompiledHeader.h"
#if defined(_NA_006774_20130617_ARRANGE_UNNECESSARY_RESOURCES)
#include "uiSelectClass2.h"
#include "uiCharacterSelectMan/uiCharacterSelectMan.h"
#include "CharacterScene.h"
#include "GlobalFunc.h"
#include "uiLoginBack/uiLoginBackTop.h"
#include "CreateCharCustomDialog.h"
#include "uiCreateCharacterMan/uiCreateCharacterMan.h"
SelectClass2::SelectClass2( void )
{
current_class_type_ = eCHAR_BERSERKER;
}
SelectClass2::~SelectClass2()
{
Release();
}
void SelectClass2::Init( void )
{
current_class_type_ = eCHAR_BERSERKER;
}
void SelectClass2::Release( void )
{
}
// CustomDialog에서 불러서 사용
void SelectClass2::OnExcute( void )
{
eCHAR_TYPE select_class_type = static_cast<eCHAR_TYPE>(current_class_type_);
if (select_class_type == eCHAR_NONE)
{
return;
}
else
{
select_create_class(select_class_type, get_selected_class_code());
}
}
// 제일 중요한 함수 여기서 불러서 셋팅
void SelectClass2::select_create_class( eCHAR_TYPE select_class_type, BYTE select_class_code )
{
if (g_CharSelectScene.CheckEnableSelectClass(select_class_type) == true)
{
// Top UI에 클래스명 및 마크 세팅
uiLoginBackTop* login_back_top = GET_CAST_DIALOG(uiLoginBackTop, uiLoginBackTop::kDialog_ID);
if (login_back_top != NULL)
{
DWORD class_name_code = GlobalFunc::GetClassNameCode(select_class_type);
login_back_top->SetSceneTitleClassName(select_class_type, class_name_code);
}
}
// UI 상태 초기화 - 커스터마이즈/장비 관련
CreateCharCustomDialog* create_character_custom_dialog_ptr = GET_CAST_DIALOG(CreateCharCustomDialog, IM_CREATE_CHAR_MANAGER::CUSTOM_DIALOG);
if (create_character_custom_dialog_ptr != NULL)
{
create_character_custom_dialog_ptr->first_setting_reset();
g_CharSelectScene.InitVariation();
create_character_custom_dialog_ptr->UpdateVariationText();
// 선택된 클래스 캐릭터로 교체
DWORD change_create_class = g_CharSelectScene.ChangeCreateClass(select_class_type);
create_character_custom_dialog_ptr->set_selected_character_object_key(change_create_class);
create_character_custom_dialog_ptr->InsertWeaponParts(select_class_type);
}
g_CharSelectScene.OnClickedChar(select_class_type, select_class_code);
}
#endif // _NA_006774_20130617_ARRANGE_UNNECESSARY_RESOURCES