Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
41 lines
1.2 KiB
C++
41 lines
1.2 KiB
C++
// EffectObjectAnimation.h: interface for the CEffectObjectAnimation class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_EFFECTOBJECTANIMATION_H__40A299A4_DF8B_4714_B504_74380E21D329__INCLUDED_)
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#define AFX_EFFECTOBJECTANIMATION_H__40A299A4_DF8B_4714_B504_74380E21D329__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "EffectObject.h"
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#include "MeshObject.h"
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#include <vector>
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#include "FileLoad.h"
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class CEffectObjectAnimation : public CEffectObject
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{
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class KeyPosition{public:float x,y,z;long keytime;};
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class KeyRotation{public:float x,y,z,w;long keytime;};
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class KeyScale{public:float x,y,z;long keytime;};
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class AnimationPackage
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{
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public:
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std::vector<KeyPosition> m_KeyPosList;
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std::vector<KeyRotation> m_KeyRotList;
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std::vector<KeyScale> m_KeySclList;
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};
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std::vector<AnimationPackage*> m_AnimationPackList;
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std::vector<CMeshObject*> m_pNodeMeshObjectList;
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public:
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void Load(char *strFilename);
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CEffectObjectAnimation();
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virtual ~CEffectObjectAnimation();
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};
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#endif // !defined(AFX_EFFECTOBJECTANIMATION_H__40A299A4_DF8B_4714_B504_74380E21D329__INCLUDED_)
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