CoinCollectEmpty class

Base classes

class al::LiveActor

Constructors, destructors, conversion operators

CoinCollectEmpty(const char* name, const char* archiveName)

Public functions

void init(const al::ActorInitInfo& initInfo) override
void initAfterPlacement() override
auto receiveMsg(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) -> bool override
void endClipped() override
void appear() override
void control() override
void rotate()
void exeWait()
void exeGot()
void exeCountUp()
auto getNerveKeeper() const -> NerveKeeper* override
void makeActorAlive() virtual
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* CoinCollectEmpty::getNerveKeeper() const override

void CoinCollectEmpty::makeActorAlive() virtual

void CoinCollectEmpty::kill() virtual

void CoinCollectEmpty::makeActorDead() virtual

void CoinCollectEmpty::movement() virtual

void CoinCollectEmpty::calcAnim() virtual

void CoinCollectEmpty::draw() const virtual

void CoinCollectEmpty::startClipped() virtual

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

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

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

const char* CoinCollectEmpty::getName() const override

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

EffectKeeper* CoinCollectEmpty::getEffectKeeper() const override

AudioKeeper* CoinCollectEmpty::getAudioKeeper() const override

StageSwitchKeeper* CoinCollectEmpty::getStageSwitchKeeper() const override

RailRider* CoinCollectEmpty::getRailRider() const override

SceneObjHolder* CoinCollectEmpty::getSceneObjHolder() const override

CollisionDirector* CoinCollectEmpty::getCollisionDirector() const override

AreaObjDirector* CoinCollectEmpty::getAreaObjDirector() const override

CameraDirector* CoinCollectEmpty::getCameraDirector() const override

NatureDirector* CoinCollectEmpty::getNatureDirector() const

void CoinCollectEmpty::initStageSwitchKeeper() override

void CoinCollectEmpty::updateCollider() virtual

ActorSceneInfo* CoinCollectEmpty::getSceneInfo() const

void CoinCollectEmpty::initPoseKeeper(ActorPoseKeeperBase* poseKeeper)

void CoinCollectEmpty::initExecuteInfo(ActorExecuteInfo* executeInfo)

void CoinCollectEmpty::initModelKeeper(ModelKeeper* modelKeeper)

void CoinCollectEmpty::initActionKeeper(ActorActionKeeper* actionKeeper)

void CoinCollectEmpty::initNerveKeeper(NerveKeeper* nerveKeeper)

void CoinCollectEmpty::initHitSensor(s32 amount)

void CoinCollectEmpty::initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)

void CoinCollectEmpty::initEffectKeeper(EffectKeeper* effectKeeper)

void CoinCollectEmpty::initAudioKeeper(AudioKeeper* audioKeeper)

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

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

void CoinCollectEmpty::initItemKeeper(s32 itemAmount)

void CoinCollectEmpty::initScoreKeeper()

void CoinCollectEmpty::initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)

void CoinCollectEmpty::initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)

void CoinCollectEmpty::initSubActorKeeper(SubActorKeeper* subActorKeeper)

void CoinCollectEmpty::initSceneInfo(ActorSceneInfo* sceneInfo)

LiveActorFlag* CoinCollectEmpty::getFlags() const

ModelKeeper* CoinCollectEmpty::getModelKeeper() const

ActorPoseKeeperBase* CoinCollectEmpty::getPoseKeeper() const

ActorExecuteInfo* CoinCollectEmpty::getExecuteInfo() const

ActorActionKeeper* CoinCollectEmpty::getActorActionKeeper() const

ActorItemKeeper* CoinCollectEmpty::getActorItemKeeper() const

ActorScoreKeeper* CoinCollectEmpty::getActorScoreKeeper() const

Collider* CoinCollectEmpty::getCollider() const

CollisionParts* CoinCollectEmpty::getCollisionParts() const

HitSensorKeeper* CoinCollectEmpty::getHitSensorKeeper() const

ScreenPointKeeper* CoinCollectEmpty::getScreenPointKeeper() const

HitReactionKeeper* CoinCollectEmpty::getHitReactionKeeper() const

RailKeeper* CoinCollectEmpty::getRailKeeper() const

ShadowKeeper* CoinCollectEmpty::getShadowKeeper() const

ActorPrePassLightKeeper* CoinCollectEmpty::getActorPrePassLightKeeper() const

ActorOcclusionKeeper* CoinCollectEmpty::getActorOcclusionKeeper() const

SubActorKeeper* CoinCollectEmpty::getSubActorKeeper() const

ActorParamHolder* CoinCollectEmpty::getActorParamHolder() const

void CoinCollectEmpty::setName(const char* newName)