Coin class

Base classes

class al::LiveActor

Constructors, destructors, conversion operators

Coin(const char* name, bool isDemo = false)

Public functions

void init(const al::ActorInitInfo& initInfo) override
void initAfterPlacement() override
void appear() override
void makeActorAlive() override
void control() override
void endClipped() override
auto receiveMsg(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) -> bool override
void tryCreateMtxConnector()
void appearCirclePlacement()
void appearPopUpCommon(bool startHitReaction)
void appearPopUp()
void appearPopUpWithoutHitReaction()
void appearPopUpVelocity()
void appearAbove()
void appearCountUpCommon(sead::Vector3f* velocity, s32 delay)
void appearCountUp()
void appearCountUpFiveCount()
void appearCountUp3(s32 coinIndex)
void appearCountUp5(s32 coinIndex)
void appearCountUp10(s32 coinIndex)
void appearCountUpFixPos10(s32 coinIndex)
void appearCoinRail()
void appearCoinChameleon(const sead::Vector3f& trans, const sead::Quatf& quat, const sead::Vector3f& position)
void appearLimitTime(s32 timeLimit)
void appearBlow(const sead::Vector3f& velocity, s32 delayTime)
void rotate()
void appearBlowUpCommon(s32 delayTime, f32 horizontalForce, f32 verticalForce, s32 coinCount, s32 coinIndex)
void appearBlowUp(s32 coinIndex, s32 coinCount)
void appearBlowUpLittle(s32 coinIndex, s32 coinCount)
void appearFall(const sead::Vector3f& velocity, s32 timeLimit)
void appearPlayerDead(const sead::Vector3f& position, const sead::Vector3f& direction, bool isInWater, bool isTimeBalloon)
void appearPlayerDeadReplace(const sead::Vector3f& position)
void setShadowDropLength(f32 shadowLength)
void get()
auto isGot() const -> bool
auto isGotOrRotate() const -> bool
auto isWait() const -> bool
auto isAnyWaitOrAppear() const -> bool
void exeAppear()
void exeAppearCoinLead()
void exePopUp()
void exeCountUpDelay()
void exeCountUp()
void exeWait()
void exeWaitOnDemoEnd()
void exeGot()
void exeBlowUpDelay()
void setMtxConnector(al::MtxConnector* mtxConnector)
auto getNerveKeeper() const -> NerveKeeper* override
void kill() virtual
void makeActorDead() virtual
void movement() virtual
void calcAnim() virtual
void draw() const virtual
void startClipped() virtual
void attackSensor(HitSensor* self, HitSensor* other) virtual
auto receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) -> bool virtual
auto receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) -> bool virtual
auto getName() const -> const char* override
auto getBaseMtx() const -> const sead::Matrix34f* virtual
auto getEffectKeeper() const -> EffectKeeper* override
auto getAudioKeeper() const -> AudioKeeper* override
auto getStageSwitchKeeper() const -> StageSwitchKeeper* override
auto getRailRider() const -> RailRider* override
auto getSceneObjHolder() const -> SceneObjHolder* override
auto getCollisionDirector() const -> CollisionDirector* override
auto getAreaObjDirector() const -> AreaObjDirector* override
auto getCameraDirector() const -> CameraDirector* override
auto getNatureDirector() const -> NatureDirector*
void initStageSwitchKeeper() override
void updateCollider() virtual
auto getSceneInfo() const -> ActorSceneInfo*
void initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
void initExecuteInfo(ActorExecuteInfo* executeInfo)
void initModelKeeper(ModelKeeper* modelKeeper)
void initActionKeeper(ActorActionKeeper* actionKeeper)
void initNerveKeeper(NerveKeeper* nerveKeeper)
void initHitSensor(s32 amount)
void initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
void initEffectKeeper(EffectKeeper* effectKeeper)
void initAudioKeeper(AudioKeeper* audioKeeper)
void initRailKeeper(const ActorInitInfo& info, const char* linkName)
void initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)
void initItemKeeper(s32 itemAmount)
void initScoreKeeper()
void initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
void initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
void initSubActorKeeper(SubActorKeeper* subActorKeeper)
void initSceneInfo(ActorSceneInfo* sceneInfo)
auto getFlags() const -> LiveActorFlag*
auto getModelKeeper() const -> ModelKeeper*
auto getPoseKeeper() const -> ActorPoseKeeperBase*
auto getExecuteInfo() const -> ActorExecuteInfo*
auto getActorActionKeeper() const -> ActorActionKeeper*
auto getActorItemKeeper() const -> ActorItemKeeper*
auto getActorScoreKeeper() const -> ActorScoreKeeper*
auto getCollider() const -> Collider*
auto getCollisionParts() const -> CollisionParts*
auto getHitSensorKeeper() const -> HitSensorKeeper*
auto getScreenPointKeeper() const -> ScreenPointKeeper*
auto getHitReactionKeeper() const -> HitReactionKeeper*
auto getRailKeeper() const -> RailKeeper*
auto getShadowKeeper() const -> ShadowKeeper*
auto getActorPrePassLightKeeper() const -> ActorPrePassLightKeeper*
auto getActorOcclusionKeeper() const -> ActorOcclusionKeeper*
auto getSubActorKeeper() const -> SubActorKeeper*
auto getActorParamHolder() const -> ActorParamHolder*
void setName(const char* newName)

Function documentation

NerveKeeper* Coin::getNerveKeeper() const override

void Coin::kill() virtual

void Coin::makeActorDead() virtual

void Coin::movement() virtual

void Coin::calcAnim() virtual

void Coin::draw() const virtual

void Coin::startClipped() virtual

void Coin::attackSensor(HitSensor* self, HitSensor* other) virtual

bool Coin::receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) virtual

bool Coin::receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) virtual

const char* Coin::getName() const override

const sead::Matrix34f* Coin::getBaseMtx() const virtual

EffectKeeper* Coin::getEffectKeeper() const override

AudioKeeper* Coin::getAudioKeeper() const override

StageSwitchKeeper* Coin::getStageSwitchKeeper() const override

RailRider* Coin::getRailRider() const override

SceneObjHolder* Coin::getSceneObjHolder() const override

CollisionDirector* Coin::getCollisionDirector() const override

AreaObjDirector* Coin::getAreaObjDirector() const override

CameraDirector* Coin::getCameraDirector() const override

NatureDirector* Coin::getNatureDirector() const

void Coin::updateCollider() virtual

ActorSceneInfo* Coin::getSceneInfo() const

void Coin::initPoseKeeper(ActorPoseKeeperBase* poseKeeper)

void Coin::initExecuteInfo(ActorExecuteInfo* executeInfo)

void Coin::initModelKeeper(ModelKeeper* modelKeeper)

void Coin::initActionKeeper(ActorActionKeeper* actionKeeper)

void Coin::initNerveKeeper(NerveKeeper* nerveKeeper)

void Coin::initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)

void Coin::initEffectKeeper(EffectKeeper* effectKeeper)

void Coin::initAudioKeeper(AudioKeeper* audioKeeper)

void Coin::initRailKeeper(const ActorInitInfo& info, const char* linkName)

void Coin::initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)

void Coin::initItemKeeper(s32 itemAmount)

void Coin::initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)

void Coin::initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)

void Coin::initSubActorKeeper(SubActorKeeper* subActorKeeper)

void Coin::initSceneInfo(ActorSceneInfo* sceneInfo)

LiveActorFlag* Coin::getFlags() const

ModelKeeper* Coin::getModelKeeper() const

ActorPoseKeeperBase* Coin::getPoseKeeper() const

ActorExecuteInfo* Coin::getExecuteInfo() const

ActorActionKeeper* Coin::getActorActionKeeper() const

ActorItemKeeper* Coin::getActorItemKeeper() const

ActorScoreKeeper* Coin::getActorScoreKeeper() const

Collider* Coin::getCollider() const

CollisionParts* Coin::getCollisionParts() const

HitSensorKeeper* Coin::getHitSensorKeeper() const

ScreenPointKeeper* Coin::getScreenPointKeeper() const

HitReactionKeeper* Coin::getHitReactionKeeper() const

RailKeeper* Coin::getRailKeeper() const

ShadowKeeper* Coin::getShadowKeeper() const

ActorPrePassLightKeeper* Coin::getActorPrePassLightKeeper() const

ActorOcclusionKeeper* Coin::getActorOcclusionKeeper() const

SubActorKeeper* Coin::getSubActorKeeper() const

ActorParamHolder* Coin::getActorParamHolder() const

void Coin::setName(const char* newName)