| 1 | #pragma once |
|---|---|
| 2 | |
| 3 | #include <basis/seadTypes.h> |
| 4 | #include <math/seadVector.h> |
| 5 | |
| 6 | #include "Library/Nerve/NerveStateBase.h" |
| 7 | |
| 8 | namespace al { |
| 9 | struct ActorInitInfo; |
| 10 | class HitSensor; |
| 11 | class SensorMsg; |
| 12 | } // namespace al |
| 13 | |
| 14 | class HackerJudgeNormalFall; |
| 15 | class HackerJudgeStartRun; |
| 16 | class HackerJudgeNormalJump; |
| 17 | class PlayerActionTurnControl; |
| 18 | class IUsePlayerHack; |
| 19 | |
| 20 | class GamaneHackState : public al::ActorStateBase { |
| 21 | public: |
| 22 | GamaneHackState(al::LiveActor*); |
| 23 | |
| 24 | void appear() override; |
| 25 | void kill() override; |
| 26 | |
| 27 | void attackSensor(al::HitSensor* self, al::HitSensor* other); |
| 28 | bool receiveMsg(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self); |
| 29 | void initialize(const al::ActorInitInfo& info); |
| 30 | bool isJump() const; |
| 31 | void tryJump(); |
| 32 | bool isHackEnd() const; |
| 33 | void updateMovement(); |
| 34 | bool judgeShoot(); |
| 35 | void shoot(s32); |
| 36 | |
| 37 | void exeWait(); |
| 38 | void exeMove(); |
| 39 | void exeQuickTurn(); |
| 40 | void exeFall(); |
| 41 | void exeJump(); |
| 42 | void exeLand(); |
| 43 | void exeSwingAttack(); |
| 44 | void exeEnd(); |
| 45 | |
| 46 | void setPlayerHackAction(IUsePlayerHack* playerHackAction) { mPlayerHack = playerHackAction; } |
| 47 | |
| 48 | const sead::Vector3f& getVelocity() { return mVelocity; } |
| 49 | |
| 50 | void setVelocity(const sead::Vector3f& vector) { mVelocity.set(vector); } |
| 51 | |
| 52 | private: |
| 53 | HackerJudgeNormalFall* mJudgeNormalFall; |
| 54 | HackerJudgeStartRun* mJudgeStartRun; |
| 55 | HackerJudgeNormalJump* mJudgeNormalJump; |
| 56 | PlayerActionTurnControl* mPlayerActionTurnControl; |
| 57 | IUsePlayerHack* mPlayerHack; |
| 58 | void** _48; |
| 59 | s64 _50; |
| 60 | s32 _58; |
| 61 | s32 _5c; |
| 62 | s32 _60; |
| 63 | sead::Vector3f mVelocity; |
| 64 | }; |
| 65 |