| 1 | #pragma once |
| 2 | |
| 3 | #include <math/seadVector.h> |
| 4 | |
| 5 | namespace al { |
| 6 | class LiveActor; |
| 7 | } |
| 8 | class PlayerConst; |
| 9 | class PlayerInput; |
| 10 | class IUsePlayerCollision; |
| 11 | |
| 12 | class PlayerActionSlopeSlideControl { |
| 13 | public: |
| 14 | PlayerActionSlopeSlideControl(al::LiveActor* player, const PlayerConst* pConst, |
| 15 | const PlayerInput* input, const IUsePlayerCollision* collider); |
| 16 | void setup(); |
| 17 | void setupCutSlideOppositeDir(); |
| 18 | f32 update(f32 accel, f32 brake, f32 against, f32 anglePowerMax, f32 maxSpeed, f32 sideAccel, |
| 19 | f32 sideBrake, f32 sideMaxSpeed, f32 turnDegree, f32 gravity, bool isRolling); |
| 20 | |
| 21 | const sead::Vector3f& getDirSlide() const { return mDirSlide; } |
| 22 | |
| 23 | const sead::Vector3f& getGroundNormal() const { return mGroundNormal; } |
| 24 | |
| 25 | const sead::Vector3f& getHorizontalVelocity() const { return mHorizontalVelocity; } |
| 26 | |
| 27 | private: |
| 28 | al::LiveActor* mPlayer; |
| 29 | const PlayerConst* mConst; |
| 30 | const PlayerInput* mInput; |
| 31 | const IUsePlayerCollision* mCollision; |
| 32 | sead::Vector3f mDirSlide = sead::Vector3f::zero; |
| 33 | sead::Vector3f mGroundNormal = sead::Vector3f::zero; |
| 34 | sead::Vector3f mHorizontalVelocity = sead::Vector3f::zero; |
| 35 | }; |
| 36 | |
| 37 | static_assert(sizeof(PlayerActionSlopeSlideControl) == 0x48); |
| 38 | |