#include "NtImagBeamBuffer.h" #include "EntityManager.h" #include "SkillComponent.h" void NtImagBeamBuffer::OnStartup(Entity* self) { self->SetProximityRadius(100, "ImagZone"); self->AddTimer("BuffImag", 2.0f); } void NtImagBeamBuffer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) { if (name != "ImagZone" || !entering->IsPlayer()) { return; } if (status == "ENTER") { const auto& iter = std::find(m_EntitiesInProximity.begin(), m_EntitiesInProximity.end(), entering->GetObjectID()); if (iter == m_EntitiesInProximity.end()) { m_EntitiesInProximity.push_back(entering->GetObjectID()); } } else if (status == "LEAVE") { const auto& iter = std::find(m_EntitiesInProximity.begin(), m_EntitiesInProximity.end(), entering->GetObjectID()); if (iter != m_EntitiesInProximity.end()) { m_EntitiesInProximity.erase(iter); } } } void NtImagBeamBuffer::OnTimerDone(Entity* self, std::string timerName) { if (timerName != "BuffImag") { return; } auto* skillComponent = self->GetComponent(); if (skillComponent == nullptr) { return; } for (const auto entityID : m_EntitiesInProximity) { auto* entity = EntityManager::Instance()->GetEntity(entityID); if (entity == nullptr) { continue; } skillComponent->CalculateBehavior(1311, 30235, entityID, true); } self->AddTimer("BuffImag", 2.0f); }