| 1 | #include "Player/PlayerPainPartsKeeper.h" |
| 2 | |
| 3 | #include "Library/LiveActor/ActorActionFunction.h" |
| 4 | #include "Library/LiveActor/ActorFlagFunction.h" |
| 5 | #include "Library/LiveActor/ActorModelFunction.h" |
| 6 | #include "Library/LiveActor/ActorMovementFunction.h" |
| 7 | #include "Library/LiveActor/LiveActorFunction.h" |
| 8 | #include "Library/Obj/PartsModel.h" |
| 9 | |
| 10 | #include "Player/Player.h" |
| 11 | #include "Player/PlayerCostumeInfo.h" |
| 12 | #include "Player/PlayerModelHolder.h" |
| 13 | |
| 14 | PlayerPainPartsKeeper::PlayerPainPartsKeeper(const al::LiveActor* liveActor, |
| 15 | const PlayerCostumeInfo* costumeInfo) |
| 16 | : mLiveActor(liveActor), mPlayerCostumeInfo(costumeInfo) {} |
| 17 | |
| 18 | void PlayerPainPartsKeeper::update() { |
| 19 | updateNeedle(); |
| 20 | } |
| 21 | |
| 22 | void PlayerPainPartsKeeper::updateNeedle() { |
| 23 | if (!mNeedlesActor || al::isDead(actor: mNeedlesActor)) |
| 24 | return; |
| 25 | |
| 26 | if (!mPlayerCostumeInfo->isPreventHeadPain() || !rs::isGuardNosePainCap(mLiveActor)) { |
| 27 | al::setModelAlphaMask(actor: mNeedlesActor, mModelAlphaMask); |
| 28 | if (al::isHideModel(actor: mPlayerFaceActor)) |
| 29 | al::hideModelIfShow(actor: mNeedlesActor); |
| 30 | else |
| 31 | al::showModelIfHide(actor: mNeedlesActor); |
| 32 | |
| 33 | if (mIsEnableTimer) |
| 34 | mTimer++; |
| 35 | if (mTimer < 3600) |
| 36 | return; |
| 37 | } |
| 38 | |
| 39 | mNeedlesActor->kill(); |
| 40 | } |
| 41 | |
| 42 | void PlayerPainPartsKeeper::resetPosition() { |
| 43 | if (mNeedlesActor && al::isAlive(actor: mNeedlesActor)) |
| 44 | al::resetPosition(actor: mNeedlesActor); |
| 45 | } |
| 46 | |
| 47 | bool PlayerPainPartsKeeper::isEnableNosePain() const { |
| 48 | if (mPlayerCostumeInfo->isPreventHeadPain() && rs::isGuardNosePainCap(mLiveActor)) |
| 49 | return false; |
| 50 | return true; |
| 51 | } |
| 52 | |
| 53 | bool PlayerPainPartsKeeper::isInvalidNoseDynamics() const { |
| 54 | return mNeedlesActor && al::isAlive(actor: mNeedlesActor); |
| 55 | } |
| 56 | |
| 57 | static sead::Vector3f initialPosition = {0, 0, 0}; |
| 58 | static sead::Vector3f initialRotation = {0, 270, 180}; |
| 59 | |
| 60 | void PlayerPainPartsKeeper::createNoseNeedle(const PlayerModelHolder* playerModelHolder, |
| 61 | const al::ActorInitInfo& actorInitInfo) { |
| 62 | auto* playerFaceActor = playerModelHolder->findModelActor("Normal" ); |
| 63 | auto* faceSubActor = al::getSubActor(actor: playerFaceActor, subActorName: "顔" ); |
| 64 | mPlayerFaceActor = playerFaceActor; |
| 65 | mNeedlesActor = new al::PartsModel("鼻のトゲ" ); |
| 66 | mNeedlesActor->initPartsDirect(playerFaceActor, actorInitInfo, "CactusMiniNeedle" , |
| 67 | al::getJointMtxPtr(actor: faceSubActor, "Nose" ), initialPosition, |
| 68 | initialRotation, {1.0f, 1.0f, 1.0f}, false); |
| 69 | al::onSyncClippingSubActor(actor: playerFaceActor, subActor: mNeedlesActor); |
| 70 | al::onSyncHideSubActor(actor: playerFaceActor, subActor: mNeedlesActor); |
| 71 | al::onSyncAlphaMaskSubActor(actor: playerFaceActor, subActor: mNeedlesActor); |
| 72 | al::setMaterialProgrammable(mNeedlesActor); |
| 73 | mNeedlesActor->makeActorDead(); |
| 74 | } |
| 75 | |
| 76 | void PlayerPainPartsKeeper::appearNeedle() { |
| 77 | mTimer = 0; |
| 78 | if (al::isAlive(actor: mNeedlesActor)) |
| 79 | return; |
| 80 | |
| 81 | mNeedlesActor->makeActorAlive(); |
| 82 | if (mPlayerCostumeInfo->isHidePainNose()) |
| 83 | al::startAction(actor: mNeedlesActor, actionName: "NoseOff" ); |
| 84 | else |
| 85 | al::startAction(actor: mNeedlesActor, actionName: "NoseOn" ); |
| 86 | } |
| 87 | |