| 1 | #include "Layout/GaugeAir.h" |
| 2 | |
| 3 | #include "Library/Layout/LayoutActionFunction.h" |
| 4 | #include "Library/Layout/LayoutInitInfo.h" |
| 5 | #include "Library/Math/MathUtil.h" |
| 6 | #include "Library/Nerve/NerveSetupUtil.h" |
| 7 | #include "Library/Nerve/NerveUtil.h" |
| 8 | |
| 9 | namespace { |
| 10 | NERVE_IMPL(GaugeAir, Appear); |
| 11 | NERVE_IMPL(GaugeAir, Wait); |
| 12 | NERVE_IMPL(GaugeAir, End); |
| 13 | NERVE_IMPL(GaugeAir, FastEnd); |
| 14 | |
| 15 | NERVES_MAKE_NOSTRUCT(GaugeAir, Appear, FastEnd); |
| 16 | NERVES_MAKE_STRUCT(GaugeAir, Wait, End); |
| 17 | } // namespace |
| 18 | |
| 19 | GaugeAir::GaugeAir(const char* name, const al::LayoutInitInfo& info) : al::LayoutActor(name) { |
| 20 | al::initLayoutActor(this, info, "GaugeAir" , nullptr); |
| 21 | initNerve(&Appear, 0); |
| 22 | kill(); |
| 23 | } |
| 24 | |
| 25 | bool GaugeAir::isWait() const { |
| 26 | return isAlive() && al::isNerve(user: this, nerve: &NrvGaugeAir.Wait); |
| 27 | } |
| 28 | |
| 29 | void GaugeAir::start() { |
| 30 | appear(); |
| 31 | mIsActive = false; |
| 32 | exeWait(); |
| 33 | al::setNerve(user: this, nerve: &Appear); |
| 34 | } |
| 35 | |
| 36 | void GaugeAir::updateStateAnim() { |
| 37 | if (mIsActive && mRate >= 1.0f) { |
| 38 | if (!al::isActionPlaying(layout: this, actionName: "Max" , paneName: "State" )) |
| 39 | al::startAction(layout: this, actionName: "Max" , paneName: "State" ); |
| 40 | return; |
| 41 | } |
| 42 | |
| 43 | if (al::isNearZeroOrLess(value: mRate)) { |
| 44 | if (!al::isActionPlaying(layout: this, actionName: "Empty" , paneName: "State" )) |
| 45 | al::startAction(layout: this, actionName: "Empty" , paneName: "State" ); |
| 46 | return; |
| 47 | } |
| 48 | |
| 49 | if (!al::isActionPlaying(layout: this, actionName: "Normal" , paneName: "State" )) |
| 50 | al::startAction(layout: this, actionName: "Normal" , paneName: "State" ); |
| 51 | } |
| 52 | |
| 53 | void GaugeAir::endMax() { |
| 54 | if (!isWait()) |
| 55 | return; |
| 56 | al::startFreezeAction(layout: this, actionName: "Decrease" , frame: 0.0f, paneName: "Gauge" ); |
| 57 | updateStateAnim(); |
| 58 | al::setNerve(user: this, nerve: &NrvGaugeAir.End); |
| 59 | } |
| 60 | |
| 61 | void GaugeAir::fastEnd() { |
| 62 | if (isAlive() && !al::isNerve(user: this, nerve: &FastEnd)) |
| 63 | al::setNerve(user: this, nerve: &FastEnd); |
| 64 | } |
| 65 | |
| 66 | void GaugeAir::setRate(f32 rate) { |
| 67 | mRate = rate; |
| 68 | if (rate < 0.99f) |
| 69 | mIsActive = true; |
| 70 | } |
| 71 | |
| 72 | void GaugeAir::exeAppear() { |
| 73 | if (al::isFirstStep(user: this)) |
| 74 | al::startAction(layout: this, actionName: "Appear" , paneName: nullptr); |
| 75 | if (al::isActionEnd(layout: this, paneName: nullptr)) |
| 76 | return al::setNerve(user: this, nerve: &NrvGaugeAir.Wait); |
| 77 | } |
| 78 | |
| 79 | void GaugeAir::exeWait() { |
| 80 | al::startFreezeAction(layout: this, actionName: "Decrease" , |
| 81 | frame: al::getActionFrameMax(layout: this, actionName: "Decrease" , paneName: "Gauge" ) * (1.0f - mRate), |
| 82 | paneName: "Gauge" ); |
| 83 | updateStateAnim(); |
| 84 | } |
| 85 | |
| 86 | void GaugeAir::exeEnd() { |
| 87 | if (al::isLessStep(user: this, step: 30)) |
| 88 | return; |
| 89 | |
| 90 | if (al::isStep(user: this, step: 30)) |
| 91 | al::startAction(layout: this, actionName: "End" , paneName: nullptr); |
| 92 | |
| 93 | if (al::isActionEnd(layout: this, paneName: nullptr)) |
| 94 | kill(); |
| 95 | } |
| 96 | |
| 97 | void GaugeAir::exeFastEnd() { |
| 98 | if (al::isFirstStep(user: this)) |
| 99 | al::startAction(layout: this, actionName: "End" , paneName: nullptr); |
| 100 | |
| 101 | if (al::isActionEnd(layout: this, paneName: nullptr)) |
| 102 | kill(); |
| 103 | } |
| 104 | |