1#include "MapObj/DoshiStateWanderBossBattle.h"
2
3#include "Library/LiveActor/ActorActionFunction.h"
4#include "Library/LiveActor/ActorClippingFunction.h"
5#include "Library/LiveActor/ActorMovementFunction.h"
6#include "Library/LiveActor/ActorPoseUtil.h"
7#include "Library/Nerve/NerveSetupUtil.h"
8#include "Library/Nerve/NerveUtil.h"
9
10#include "MapObj/Doshi.h"
11
12namespace {
13NERVE_IMPL(DoshiStateWanderBossBattle, Wait);
14
15NERVES_MAKE_STRUCT(DoshiStateWanderBossBattle, Wait);
16} // namespace
17
18DoshiStateWanderBossBattle::DoshiStateWanderBossBattle(Doshi* doshi)
19 : al::HostStateBase<Doshi>("着替えデモステート", doshi) {
20 initNerve(nerve: &NrvDoshiStateWanderBossBattle.Wait, stateCount: 0);
21}
22
23void DoshiStateWanderBossBattle::appear() {
24 al::NerveStateBase::appear();
25 al::setNerve(user: this, nerve: &NrvDoshiStateWanderBossBattle.Wait);
26}
27
28bool DoshiStateWanderBossBattle::receiveMsg(const al::SensorMsg* message, al::HitSensor* other,
29 al::HitSensor* self) {
30 return false;
31}
32
33void DoshiStateWanderBossBattle::setting(const sead::Vector3f& position,
34 const sead::Vector3f& front) {
35 mPosition = position;
36 mFront = front;
37}
38
39void DoshiStateWanderBossBattle::exeWait() {
40 if (al::isFirstStep(user: this)) {
41 al::resetPosition(actor: getHost(), trans: mPosition);
42 al::setFront(actor: getHost(), front: mFront);
43 al::tryStartActionIfNotPlaying(actor: getHost(), actionName: "Wait");
44 al::validateClipping(actor: getHost());
45 }
46}
47
48void DoshiStateWanderBossBattle::exeReaction() {}
49