| 1 | #pragma once |
|---|---|
| 2 | |
| 3 | #include <math/seadVector.h> |
| 4 | |
| 5 | #include "Library/Nerve/NerveStateBase.h" |
| 6 | |
| 7 | namespace al { |
| 8 | class LiveActor; |
| 9 | class HitSensor; |
| 10 | } // namespace al |
| 11 | class PlayerConst; |
| 12 | class PlayerInput; |
| 13 | class IUsePlayerCollision; |
| 14 | class PlayerAnimator; |
| 15 | class PlayerTrigger; |
| 16 | |
| 17 | class PlayerStateHipDrop : public al::ActorStateBase { |
| 18 | public: |
| 19 | PlayerStateHipDrop(al::LiveActor* player, const PlayerConst* pConst, const PlayerInput* input, |
| 20 | const IUsePlayerCollision* collider, PlayerAnimator* animator, |
| 21 | PlayerTrigger* trigger); |
| 22 | void appear() override; |
| 23 | bool attackHipDropKnockDown(al::HitSensor* sender, al::HitSensor* receiver); |
| 24 | bool isEnableHeadSliding() const; |
| 25 | bool isEnableHipDropAttack() const; |
| 26 | bool isEnableLandCancel() const; |
| 27 | bool isEnableMove() const; |
| 28 | bool isEnableInWater() const; |
| 29 | bool isEnableIK() const; |
| 30 | bool isLandTrigger() const; |
| 31 | |
| 32 | void exeStart(); |
| 33 | void exeFall(); |
| 34 | void exeLand(); |
| 35 | |
| 36 | private: |
| 37 | const PlayerConst* mConst; |
| 38 | const PlayerInput* mInput; |
| 39 | const IUsePlayerCollision* mCollision; |
| 40 | PlayerAnimator* mAnimator; |
| 41 | PlayerTrigger* mTrigger; |
| 42 | s32 mHipDropMsgIntervalCounter = 0; |
| 43 | bool mIsLandGround = false; |
| 44 | sead::Vector3f mLandPos = {0.0f, 0.0f, 0.0f}; |
| 45 | }; |
| 46 |