| 1 | #include "Amiibo/HelpAmiiboFallCoin.h" |
| 2 | |
| 3 | #include <math/seadVector.h> |
| 4 | |
| 5 | #include "Library/LiveActor/ActorFlagFunction.h" |
| 6 | #include "Library/LiveActor/ActorInitUtil.h" |
| 7 | #include "Library/LiveActor/ActorMovementFunction.h" |
| 8 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 9 | #include "Library/Nerve/NerveSetupUtil.h" |
| 10 | #include "Library/Nerve/NerveUtil.h" |
| 11 | #include "Library/Nfp/NfpFunction.h" |
| 12 | #include "Library/Se/SeFunction.h" |
| 13 | |
| 14 | #include "Amiibo/HelpAmiiboDirector.h" |
| 15 | #include "Item/Coin.h" |
| 16 | |
| 17 | namespace { |
| 18 | NERVE_IMPL(HelpAmiiboFallCoin, Wait) |
| 19 | NERVE_IMPL(HelpAmiiboFallCoin, Fall) |
| 20 | |
| 21 | NERVES_MAKE_NOSTRUCT(HelpAmiiboFallCoin, Wait, Fall) |
| 22 | } // namespace |
| 23 | |
| 24 | HelpAmiiboFallCoin::HelpAmiiboFallCoin(HelpAmiiboDirector* director, al::LiveActor* actor) |
| 25 | : HelpAmiiboExecutor(director, actor, "コレクトコインお助け" ) {} |
| 26 | |
| 27 | void HelpAmiiboFallCoin::initAfterPlacement(const al::ActorInitInfo& initInfo) { |
| 28 | HelpAmiiboExecutor::initAfterPlacement(initInfo); |
| 29 | mNerveKeeper = new al::NerveKeeper(this, &Wait, 0); |
| 30 | |
| 31 | mCoinBuffer.allocBuffer(ptrNumMax: 3, heap: nullptr); |
| 32 | for (s32 i = 0; i < 3; i++) { |
| 33 | Coin* coin = new Coin("コイン[amiibo]" , false); |
| 34 | al::initCreateActorNoPlacementInfo(actor: coin, initInfo); |
| 35 | coin->makeActorDead(); |
| 36 | mCoinBuffer.pushBack(ptr: coin); |
| 37 | } |
| 38 | } |
| 39 | |
| 40 | bool HelpAmiiboFallCoin::isTriggerTouch(const al::NfpInfo& nfpInfo) const { |
| 41 | return al::isCharacterIdBaseKinopio(nfpInfo); |
| 42 | } |
| 43 | |
| 44 | bool HelpAmiiboFallCoin::isEnableUse() { |
| 45 | return true; |
| 46 | } |
| 47 | |
| 48 | void HelpAmiiboFallCoin::activate() { |
| 49 | HelpAmiiboExecutor::activate(); |
| 50 | al::setNerve(user: this, nerve: &Fall); |
| 51 | al::startSe(getDirector(), "AmiiboPeach" ); |
| 52 | } |
| 53 | |
| 54 | bool HelpAmiiboFallCoin::execute() { |
| 55 | getNerveKeeper()->update(); |
| 56 | for (s32 i = 0; i < 3; i++) |
| 57 | if (!al::isDead(actor: mCoinBuffer[i])) |
| 58 | return false; |
| 59 | return true; |
| 60 | } |
| 61 | |
| 62 | void HelpAmiiboFallCoin::exeWait() {} |
| 63 | |
| 64 | void HelpAmiiboFallCoin::exeFall() { |
| 65 | if (al::isFirstStep(user: this)) { |
| 66 | for (s32 i = 0; i < 3; i++) { |
| 67 | Coin* coin = mCoinBuffer[i]; |
| 68 | sead::Vector3f trans = al::getTrans(actor: getActor()); |
| 69 | al::resetPosition(actor: coin, trans); |
| 70 | coin->appearPopUp(); |
| 71 | } |
| 72 | } |
| 73 | |
| 74 | al::setNerve(user: this, nerve: &Wait); |
| 75 | } |
| 76 | |