#pragma once #include "SUIWnd.h" #include "KUIControlStatic.h" #include "KUIControlScroll.h" #include "KUIControlButton.h" #include "SUIDisplayInfo.h" #include "SGameMessage.h" using std::string; namespace nsTargetUI_Npc { }; using namespace KUI_MESSAGE; using namespace CStringUtil; using namespace nsTargetUI_Npc; //----------------------------------------------------------------------------------------------------------------- // 타겟 창 (프랍) //----------------------------------------------------------------------------------------------------------------- class SUITargetWnd_Npc : public SUIWnd { public: SUITargetWnd_Npc( SGameManager* pGameManager, SUIDisplayInfo* pDisplayInfo ); ~SUITargetWnd_Npc( void ); virtual SUIWnd* CreateWnd( const char* szFile, KUIWndManager* pWndManager, KPoint kPos, int nWindowID ); virtual bool InitData( bool bReload = false ); virtual void PumpUpMessage( LPCSTR lpszControlID, DWORD nMessage, DWORD lparam, DWORD wparam ); virtual void ProcMsgAtStatic( SGameMessage* pMsg ); virtual void Render(KViewportObject * pViewport, bool isFront = false ); private: bool ProcessMessage_UITargetInfo( SIMSG_UI_TARGET_INFO_NPC* const pTargetMsg ); private: SUIDisplayInfo* m_pDisplayInfo; KUIControlGauge* m_pHpGauge; // HP 게이지 컨트롤 KUIControlStatic* m_pHpGaugeValue; // HP 게이지 숫자 컨트롤 KUIControlStatic* m_pNPCName; // NPC 이름 컨트롤 KUIControlStatic* m_pNPCJob; // NPC 작업 컨트롤 KUIControlIconStatic* m_pIconControl; // ICON 컨트롤 string m_strNpcNamePropertyTag; // NPC 이름 속성 태그 ,.. string m_strNpcJobPropertyTag; // NPC 직업 속성 태그 ,.. string m_strHpGaugeValuePropertyTag; // HP 값 속성 태그 ,.. };