| 1 | #pragma once |
|---|---|
| 2 | |
| 3 | #include <math/seadVector.h> |
| 4 | |
| 5 | #include "Library/Nerve/NerveStateBase.h" |
| 6 | |
| 7 | struct ParamEnemyStateRunAway { |
| 8 | f32 field_0; |
| 9 | f32 field_4; |
| 10 | f32 field_8; |
| 11 | f32 field_c; |
| 12 | f32 field_10; |
| 13 | bool shouldFaceDir; |
| 14 | }; |
| 15 | |
| 16 | class EnemyStateRunAway : public al::ActorStateBase { |
| 17 | public: |
| 18 | EnemyStateRunAway(al::LiveActor*, const ParamEnemyStateRunAway*, const char*); |
| 19 | |
| 20 | void appear() override; |
| 21 | |
| 22 | void calcRunDirBase(sead::Vector3f*); |
| 23 | |
| 24 | void exeRun(); |
| 25 | void exePanicRun(); |
| 26 | void exePanicRunCollided(); |
| 27 | |
| 28 | private: |
| 29 | al::LiveActor* mScaredOfActor = nullptr; |
| 30 | const ParamEnemyStateRunAway* mParam = nullptr; |
| 31 | sead::Vector3f mFrontDir = {0.0f, 0.0f, 0.0f}; |
| 32 | const char* mAnimName = nullptr; |
| 33 | bool mIsCollidedWallVelocity = false; |
| 34 | bool mIsNeedToFaceToDirection = false; |
| 35 | }; |
| 36 |