AimingCursor class
Base classes
- class al::LayoutActor
Constructors, destructors, conversion operators
-
AimingCursor(const char* name,
const al::
LayoutInitInfo& info)
Public functions
- void startAppear()
- void end()
-
void setTrans(const sead::
Vector2f& pos) - void setScale(f32 scale)
- auto tryLookOn() -> bool
- auto tryLookOff() -> bool
- void exeAppear()
- void exeWait()
- void exeEnd()
- void appear() virtual
- void kill() virtual
- void movement() virtual
- void calcAnim(bool recursive) virtual
- auto getNerveKeeper() const -> NerveKeeper* override
- auto getName() const -> const char* override
- auto getEffectKeeper() const -> EffectKeeper* override
- auto getAudioKeeper() const -> AudioKeeper* override
- auto getLayoutActionKeeper() const -> LayoutActionKeeper* override
- auto getLayoutKeeper() const -> LayoutKeeper* override
- auto getCameraDirector() const -> CameraDirector* override
- auto getSceneObjHolder() const -> SceneObjHolder* override
- auto getMessageSystem() const -> const MessageSystem* override
- void control() virtual
- void initLayoutKeeper(LayoutKeeper*)
- void initActionKeeper()
- void initTextPaneAnimator(LayoutTextPaneAnimator*)
- void initExecuteInfo(LayoutExecuteInfo*)
- void initHitReactionKeeper(HitReactionKeeper*)
- void initSceneInfo(LayoutSceneInfo*)
- void initLayoutPartsActorKeeper(s32)
- void initEffectKeeper(EffectKeeper*)
- void initAudioKeeper(AudioKeeper*)
- void initNerve(const Nerve*, s32)
- void setMainGroupName(const char*)
- void syncAction()
- auto isAlive() const -> bool
- auto getExecuteInfo() const -> LayoutExecuteInfo*
- auto getLayoutSceneInfo() const -> LayoutSceneInfo*
Function documentation
void AimingCursor:: appear() virtual
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: kill() virtual
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: movement() virtual
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: calcAnim(bool recursive) virtual
#include <l/Library/Layout/LayoutActor.h>
NerveKeeper* AimingCursor:: getNerveKeeper() const override
#include <l/Library/Layout/LayoutActor.h>
const char* AimingCursor:: getName() const override
#include <l/Library/Layout/LayoutActor.h>
EffectKeeper* AimingCursor:: getEffectKeeper() const override
#include <l/Library/Layout/LayoutActor.h>
AudioKeeper* AimingCursor:: getAudioKeeper() const override
#include <l/Library/Layout/LayoutActor.h>
LayoutActionKeeper* AimingCursor:: getLayoutActionKeeper() const override
#include <l/Library/Layout/LayoutActor.h>
LayoutKeeper* AimingCursor:: getLayoutKeeper() const override
#include <l/Library/Layout/LayoutActor.h>
CameraDirector* AimingCursor:: getCameraDirector() const override
#include <l/Library/Layout/LayoutActor.h>
SceneObjHolder* AimingCursor:: getSceneObjHolder() const override
#include <l/Library/Layout/LayoutActor.h>
const MessageSystem* AimingCursor:: getMessageSystem() const override
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: control() virtual
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: initLayoutKeeper(LayoutKeeper*)
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: initActionKeeper()
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: initTextPaneAnimator(LayoutTextPaneAnimator*)
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: initExecuteInfo(LayoutExecuteInfo*)
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: initHitReactionKeeper(HitReactionKeeper*)
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: initSceneInfo(LayoutSceneInfo*)
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: initLayoutPartsActorKeeper(s32)
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: initEffectKeeper(EffectKeeper*)
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: initAudioKeeper(AudioKeeper*)
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: initNerve(const Nerve*,
s32)
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: setMainGroupName(const char*)
#include <l/Library/Layout/LayoutActor.h>
void AimingCursor:: syncAction()
#include <l/Library/Layout/LayoutActor.h>
bool AimingCursor:: isAlive() const
#include <l/Library/Layout/LayoutActor.h>
LayoutExecuteInfo* AimingCursor:: getExecuteInfo() const
#include <l/Library/Layout/LayoutActor.h>
LayoutSceneInfo* AimingCursor:: getLayoutSceneInfo() const
#include <l/Library/Layout/LayoutActor.h>