| 1 | #include "MapObj/AllDeadWatcherWithShine.h" |
| 2 | |
| 3 | #include "Library/LiveActor/ActorFlagFunction.h" |
| 4 | #include "Library/LiveActor/ActorInitFunction.h" |
| 5 | #include "Library/LiveActor/ActorInitUtil.h" |
| 6 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 7 | #include "Library/Nerve/NerveSetupUtil.h" |
| 8 | #include "Library/Nerve/NerveUtil.h" |
| 9 | #include "Library/Placement/PlacementFunction.h" |
| 10 | |
| 11 | #include "Item/Shine.h" |
| 12 | #include "Util/ItemUtil.h" |
| 13 | |
| 14 | namespace { |
| 15 | NERVE_IMPL(AllDeadWatcherWithShine, Watch); |
| 16 | NERVE_IMPL(AllDeadWatcherWithShine, Wait); |
| 17 | |
| 18 | NERVES_MAKE_NOSTRUCT(AllDeadWatcherWithShine, Watch, Wait); |
| 19 | } // namespace |
| 20 | |
| 21 | AllDeadWatcherWithShine::AllDeadWatcherWithShine(const char* name) : al::LiveActor(name) {} |
| 22 | |
| 23 | void AllDeadWatcherWithShine::init(const al::ActorInitInfo& info) { |
| 24 | al::initActorSceneInfo(actor: this, info); |
| 25 | al::initExecutorWatchObj(actor: this, info); |
| 26 | al::initNerve(actor: this, nerve: &Watch, maxStates: 0); |
| 27 | |
| 28 | mChildCount = al::calcLinkChildNum(initInfo: info, linkName: "WatchTargetEnemy" ); |
| 29 | mChildActors = new LiveActor*[mChildCount]; |
| 30 | |
| 31 | for (s32 i = 0; i < mChildCount; i++) |
| 32 | mChildActors[i] = al::createLinksActorFromFactory(initInfo: info, linkName: "WatchTargetEnemy" , linkNum: i); |
| 33 | |
| 34 | al::tryGetArg(arg: &mSwitchOnDelayStep, initInfo: info, key: "SwitchOnDelayStep" ); |
| 35 | mIsNotControlActorAppear = al::tryGetBoolArgOrFalse(initInfo: info, key: "IsNotControlActorAppear" ); |
| 36 | |
| 37 | mShine = rs::tryInitLinkShine(info, name: "ShineActor" , linkIndex: 0); |
| 38 | |
| 39 | makeActorAlive(); |
| 40 | } |
| 41 | |
| 42 | void AllDeadWatcherWithShine::appear() { |
| 43 | al::LiveActor::appear(); |
| 44 | |
| 45 | if (!mIsNotControlActorAppear) |
| 46 | for (s32 i = 0; i < mChildCount; i++) |
| 47 | mChildActors[i]->appear(); |
| 48 | } |
| 49 | |
| 50 | void AllDeadWatcherWithShine::kill() { |
| 51 | al::LiveActor::kill(); |
| 52 | } |
| 53 | |
| 54 | void AllDeadWatcherWithShine::exeWatch() { |
| 55 | for (s32 i = 0; i < mChildCount; i++) { |
| 56 | if (al::isAlive(actor: mChildActors[i])) { |
| 57 | rs::updateHintTrans(shine: mShine, trans: al::getTrans(actor: mChildActors[i])); |
| 58 | return; |
| 59 | } |
| 60 | } |
| 61 | |
| 62 | al::setNerve(user: this, nerve: &Wait); |
| 63 | } |
| 64 | |
| 65 | void AllDeadWatcherWithShine::exeWait() { |
| 66 | if (al::isGreaterEqualStep(user: this, step: mSwitchOnDelayStep)) { |
| 67 | kill(); |
| 68 | |
| 69 | mShine->appearPopup(); |
| 70 | rs::updateHintTrans(shine: mShine, trans: al::getTrans(actor: mShine)); |
| 71 | } |
| 72 | } |
| 73 | |