| 1 | #pragma once |
|---|---|
| 2 | |
| 3 | #include <math/seadVector.h> |
| 4 | |
| 5 | #include "Library/Nerve/NerveStateBase.h" |
| 6 | |
| 7 | namespace al { |
| 8 | class HitSensor; |
| 9 | class LiveActor; |
| 10 | |
| 11 | struct EnemyStateBlowDownParam { |
| 12 | public: |
| 13 | EnemyStateBlowDownParam(); |
| 14 | EnemyStateBlowDownParam(const char* actionName); |
| 15 | EnemyStateBlowDownParam(const char* actionName, f32 velocityStrength, f32 gravityStrength, |
| 16 | f32 velocityMultiplier, f32 velocityScale, s32 blowDownLength, |
| 17 | bool faceAwayFromActor); |
| 18 | |
| 19 | const char* actionName = "BlowDown"; |
| 20 | f32 velocityStrength = 10.3f; |
| 21 | f32 gravityStrength = 28.2f; |
| 22 | f32 velocityMultiplier = 1.1f; |
| 23 | f32 velocityScale = 0.995f; |
| 24 | s32 blowDownLength = 120; |
| 25 | bool faceAwayFromActor = true; |
| 26 | }; |
| 27 | |
| 28 | class EnemyStateBlowDown : public ActorStateBase { |
| 29 | public: |
| 30 | EnemyStateBlowDown(LiveActor*, const EnemyStateBlowDownParam*, const char*); |
| 31 | void start(const HitSensor*); |
| 32 | void start(const sead::Vector3f&); |
| 33 | void start(const HitSensor*, const HitSensor*); |
| 34 | void start(const LiveActor*); |
| 35 | |
| 36 | void appear() override; |
| 37 | void kill() override; |
| 38 | void control() override; |
| 39 | |
| 40 | void setParam(const EnemyStateBlowDownParam* param) { mParam = param; }; |
| 41 | |
| 42 | private: |
| 43 | const EnemyStateBlowDownParam* mParam = nullptr; |
| 44 | s32 mBlowDownTimer = 0; |
| 45 | bool mIsInvalidClipping = false; |
| 46 | }; |
| 47 | } // namespace al |
| 48 |