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
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initAfterPlacement() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: appear() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: makeActorAlive() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: kill() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: makeActorDead() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: movement() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: calcAnim() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: draw() const virtual
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: startClipped() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: endClipped() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: attackSensor(HitSensor* self,
HitSensor* other) virtual
#include <l/Library/LiveActor/LiveActor.h>
bool CoinStack:: receiveMsg(const SensorMsg* message,
HitSensor* other,
HitSensor* self) virtual
#include <l/Library/LiveActor/LiveActor.h>
bool CoinStack:: receiveMsgScreenPoint(const SensorMsg* message,
ScreenPointer* source,
ScreenPointTarget* target) virtual
#include <l/Library/LiveActor/LiveActor.h>
const char* CoinStack:: getName() const override
#include <l/Library/LiveActor/LiveActor.h>
const sead:: Matrix34f* CoinStack:: getBaseMtx() const virtual
#include <l/Library/LiveActor/LiveActor.h>
EffectKeeper* CoinStack:: getEffectKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
AudioKeeper* CoinStack:: getAudioKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
StageSwitchKeeper* CoinStack:: getStageSwitchKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
RailRider* CoinStack:: getRailRider() const override
#include <l/Library/LiveActor/LiveActor.h>
SceneObjHolder* CoinStack:: getSceneObjHolder() const override
#include <l/Library/LiveActor/LiveActor.h>
CollisionDirector* CoinStack:: getCollisionDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
AreaObjDirector* CoinStack:: getAreaObjDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
CameraDirector* CoinStack:: getCameraDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
NatureDirector* CoinStack:: getNatureDirector() const
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initStageSwitchKeeper() override
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: control() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: updateCollider() virtual
#include <l/Library/LiveActor/LiveActor.h>
ActorSceneInfo* CoinStack:: getSceneInfo() const
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initExecuteInfo(ActorExecuteInfo* executeInfo)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initModelKeeper(ModelKeeper* modelKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initActionKeeper(ActorActionKeeper* actionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initNerveKeeper(NerveKeeper* nerveKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initHitSensor(s32 amount)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initEffectKeeper(EffectKeeper* effectKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initAudioKeeper(AudioKeeper* audioKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initRailKeeper(const ActorInitInfo& info,
const char* linkName)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initCollider(f32 radius,
f32 offsetY,
u32 allocatedHitInfo)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initItemKeeper(s32 itemAmount)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initScoreKeeper()
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initSubActorKeeper(SubActorKeeper* subActorKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: initSceneInfo(ActorSceneInfo* sceneInfo)
#include <l/Library/LiveActor/LiveActor.h>
LiveActorFlag* CoinStack:: getFlags() const
#include <l/Library/LiveActor/LiveActor.h>
ModelKeeper* CoinStack:: getModelKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPoseKeeperBase* CoinStack:: getPoseKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorExecuteInfo* CoinStack:: getExecuteInfo() const
#include <l/Library/LiveActor/LiveActor.h>
ActorActionKeeper* CoinStack:: getActorActionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorItemKeeper* CoinStack:: getActorItemKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorScoreKeeper* CoinStack:: getActorScoreKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
Collider* CoinStack:: getCollider() const
#include <l/Library/LiveActor/LiveActor.h>
CollisionParts* CoinStack:: getCollisionParts() const
#include <l/Library/LiveActor/LiveActor.h>
HitSensorKeeper* CoinStack:: getHitSensorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ScreenPointKeeper* CoinStack:: getScreenPointKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
HitReactionKeeper* CoinStack:: getHitReactionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
RailKeeper* CoinStack:: getRailKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ShadowKeeper* CoinStack:: getShadowKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPrePassLightKeeper* CoinStack:: getActorPrePassLightKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorOcclusionKeeper* CoinStack:: getActorOcclusionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
SubActorKeeper* CoinStack:: getSubActorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorParamHolder* CoinStack:: getActorParamHolder() const
#include <l/Library/LiveActor/LiveActor.h>
void CoinStack:: setName(const char* newName)
#include <l/Library/LiveActor/LiveActor.h>