| 1 | #include "MapObj/MoonBasementSlideObj.h" |
| 2 | |
| 3 | #include "Library/LiveActor/ActorActionFunction.h" |
| 4 | #include "Library/LiveActor/ActorAreaFunction.h" |
| 5 | #include "Library/LiveActor/ActorCollisionFunction.h" |
| 6 | #include "Library/LiveActor/ActorInitUtil.h" |
| 7 | #include "Library/LiveActor/ActorMovementFunction.h" |
| 8 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 9 | #include "Library/LiveActor/ActorSensorUtil.h" |
| 10 | #include "Library/Math/MathUtil.h" |
| 11 | #include "Library/Nerve/NerveSetupUtil.h" |
| 12 | #include "Library/Nerve/NerveUtil.h" |
| 13 | |
| 14 | #include "Util/SensorMsgFunction.h" |
| 15 | |
| 16 | namespace { |
| 17 | NERVE_IMPL(MoonBasementSlideObj, Wait) |
| 18 | NERVE_IMPL(MoonBasementSlideObj, Slide) |
| 19 | |
| 20 | NERVES_MAKE_NOSTRUCT(MoonBasementSlideObj, Wait, Slide) |
| 21 | } // namespace |
| 22 | |
| 23 | MoonBasementSlideObj::MoonBasementSlideObj(const char* name) : al::LiveActor(name) {} |
| 24 | |
| 25 | void MoonBasementSlideObj::init(const al::ActorInitInfo& info) { |
| 26 | al::initActor(actor: this, initInfo: info); |
| 27 | al::initNerve(actor: this, nerve: &Wait, maxStates: 0); |
| 28 | makeActorAlive(); |
| 29 | } |
| 30 | |
| 31 | bool MoonBasementSlideObj::receiveMsg(const al::SensorMsg* message, al::HitSensor* other, |
| 32 | al::HitSensor* self) { |
| 33 | if (rs::isMsgKoopaHackPunchCollide(message)) { |
| 34 | mPunchHits++; |
| 35 | |
| 36 | sead::Vector3f sideDir = sead::Vector3f(0, 0, 0); |
| 37 | sead::Vector3f frontDir = sead::Vector3f(0, 0, 0); |
| 38 | |
| 39 | al::calcSideDir(side: &sideDir, actor: this); |
| 40 | al::calcFrontDir(front: &frontDir, actor: this); |
| 41 | |
| 42 | sead::Vector3f dir = sead::Vector3f(0, 0, 0); |
| 43 | |
| 44 | al::calcDirBetweenSensorsH(&dir, other, self); |
| 45 | |
| 46 | sead::Vector3f sideComponent = sead::Vector3f(0, 0, 0); |
| 47 | sead::Vector3f frontComponent = sead::Vector3f(0, 0, 0); |
| 48 | |
| 49 | al::parallelizeVec(&sideComponent, sideDir, dir); |
| 50 | al::parallelizeVec(&frontComponent, frontDir, dir); |
| 51 | |
| 52 | dir.set(sideComponent.length() < frontComponent.length() ? frontComponent : sideComponent); |
| 53 | |
| 54 | al::tryNormalizeOrZero(out: &dir); |
| 55 | |
| 56 | al::addVelocity(actor: this, vel: dir * 45.0f); |
| 57 | al::startHitReaction(actor: this, name: "命中" ); |
| 58 | al::setNerve(user: this, nerve: &Slide); |
| 59 | |
| 60 | return true; |
| 61 | } |
| 62 | return false; |
| 63 | } |
| 64 | |
| 65 | void MoonBasementSlideObj::exeWait() { |
| 66 | if (al::isFirstStep(user: this)) |
| 67 | al::startAction(actor: this, actionName: "Wait" ); |
| 68 | |
| 69 | al::addVelocityToGravity(actor: this, force: 2.0f); |
| 70 | al::scaleVelocityHV(actor: this, factorH: 0.95f, factorV: 0.99f); |
| 71 | al::limitVelocityDir(actor: this, dir: al::getGravity(actor: this), limit: 5.0f); |
| 72 | } |
| 73 | |
| 74 | void MoonBasementSlideObj::exeSlide() { |
| 75 | al::addVelocityToGravity(actor: this, force: 2.0f); |
| 76 | al::scaleVelocityHV(actor: this, factorH: 0.95f, factorV: 0.99f); |
| 77 | |
| 78 | if (al::isOnGround(this, 0)) |
| 79 | al::limitVelocityDir(actor: this, dir: al::getGravity(actor: this), limit: 5.0f); |
| 80 | |
| 81 | if (al::isVelocitySlowH(actor: this, threshold: 0.2f)) { |
| 82 | sead::Vector3f* velocityPtr = al::getVelocityPtr(actor: this); |
| 83 | al::parallelizeVec(velocityPtr, al::getGravity(actor: this), *velocityPtr); |
| 84 | |
| 85 | al::startHitReaction(actor: this, name: "停止" ); |
| 86 | al::setNerve(user: this, nerve: &Wait); |
| 87 | } else if (al::isInDeathArea(actor: this)) |
| 88 | kill(); |
| 89 | } |
| 90 | |