CoinStack class

Base classes

class al::LiveActor

Constructors, destructors, conversion operators

CoinStack(const char* name)
~CoinStack() defaulted virtual

Public functions

void init(const al::ActorInitInfo& initInfo) override
auto receiveMsg(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) -> bool override
auto getBelow() -> CoinStack*
auto getAbove() -> CoinStack*
void makeStackAppear()
void makeStackDisappear()
void changeAlpha(f32 alphaMask)
auto getFallSpeed() -> f32
void setAbove(CoinStack* stack)
void setBelow(CoinStack* stack)
void signalFall(u32 delay, f32 speed)
void postInit(CoinStackGroup* coinStackGroup, const sead::Vector3f& transY, CoinStack* below, const sead::Vector3f& clippingPos, f32 clippingRadius, const f32* fallDistance)
void exeWait()
void exeFloat()
void exeFall()
void exeLand()
void exeCollected()
auto getTransY() const -> f32
auto getNerveKeeper() const -> NerveKeeper* override
void initAfterPlacement() virtual
void appear() virtual
void makeActorAlive() virtual
void kill() virtual
void makeActorDead() virtual
void movement() virtual
void calcAnim() virtual
void draw() const virtual
void startClipped() virtual
void endClipped() 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 control() virtual
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* CoinStack::getNerveKeeper() const override

void CoinStack::initAfterPlacement() virtual

void CoinStack::appear() virtual

void CoinStack::makeActorAlive() virtual

void CoinStack::kill() virtual

void CoinStack::makeActorDead() virtual

void CoinStack::movement() virtual

void CoinStack::calcAnim() virtual

void CoinStack::draw() const virtual

void CoinStack::startClipped() virtual

void CoinStack::endClipped() virtual

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

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

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

const char* CoinStack::getName() const override

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

EffectKeeper* CoinStack::getEffectKeeper() const override

AudioKeeper* CoinStack::getAudioKeeper() const override

StageSwitchKeeper* CoinStack::getStageSwitchKeeper() const override

RailRider* CoinStack::getRailRider() const override

SceneObjHolder* CoinStack::getSceneObjHolder() const override

CollisionDirector* CoinStack::getCollisionDirector() const override

AreaObjDirector* CoinStack::getAreaObjDirector() const override

CameraDirector* CoinStack::getCameraDirector() const override

NatureDirector* CoinStack::getNatureDirector() const

void CoinStack::initStageSwitchKeeper() override

void CoinStack::control() virtual

void CoinStack::updateCollider() virtual

ActorSceneInfo* CoinStack::getSceneInfo() const

void CoinStack::initPoseKeeper(ActorPoseKeeperBase* poseKeeper)

void CoinStack::initExecuteInfo(ActorExecuteInfo* executeInfo)

void CoinStack::initModelKeeper(ModelKeeper* modelKeeper)

void CoinStack::initActionKeeper(ActorActionKeeper* actionKeeper)

void CoinStack::initNerveKeeper(NerveKeeper* nerveKeeper)

void CoinStack::initHitSensor(s32 amount)

void CoinStack::initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)

void CoinStack::initEffectKeeper(EffectKeeper* effectKeeper)

void CoinStack::initAudioKeeper(AudioKeeper* audioKeeper)

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

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

void CoinStack::initItemKeeper(s32 itemAmount)

void CoinStack::initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)

void CoinStack::initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)

void CoinStack::initSubActorKeeper(SubActorKeeper* subActorKeeper)

void CoinStack::initSceneInfo(ActorSceneInfo* sceneInfo)

LiveActorFlag* CoinStack::getFlags() const

ModelKeeper* CoinStack::getModelKeeper() const

ActorPoseKeeperBase* CoinStack::getPoseKeeper() const

ActorExecuteInfo* CoinStack::getExecuteInfo() const

ActorActionKeeper* CoinStack::getActorActionKeeper() const

ActorItemKeeper* CoinStack::getActorItemKeeper() const

ActorScoreKeeper* CoinStack::getActorScoreKeeper() const

Collider* CoinStack::getCollider() const

CollisionParts* CoinStack::getCollisionParts() const

HitSensorKeeper* CoinStack::getHitSensorKeeper() const

ScreenPointKeeper* CoinStack::getScreenPointKeeper() const

HitReactionKeeper* CoinStack::getHitReactionKeeper() const

RailKeeper* CoinStack::getRailKeeper() const

ShadowKeeper* CoinStack::getShadowKeeper() const

ActorPrePassLightKeeper* CoinStack::getActorPrePassLightKeeper() const

ActorOcclusionKeeper* CoinStack::getActorOcclusionKeeper() const

SubActorKeeper* CoinStack::getSubActorKeeper() const

ActorParamHolder* CoinStack::getActorParamHolder() const

void CoinStack::setName(const char* newName)