CoinStackGroup class

Base classes

class al::LiveActor

Constructors, destructors, conversion operators

CoinStackGroup(const char* name)

Public functions

void init(const al::ActorInitInfo& initInfo) override
void control() override
auto receiveMsg(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) -> bool override
void makeActorDead() override
void makeActorAlive() override
void generateCoinStackGroup(const al::ActorInitInfo&, s32)
void makeStackAppear()
void makeStackDisappear()
auto setStackAsCollected(CoinStack* stack) -> f32
auto updateClippingInfo(u32 stackAmount) -> f32
void validateClipping()
auto getNerveKeeper() const -> NerveKeeper* override
void initAfterPlacement() virtual
void appear() virtual
void kill() 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 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* CoinStackGroup::getNerveKeeper() const override

void CoinStackGroup::initAfterPlacement() virtual

void CoinStackGroup::appear() virtual

void CoinStackGroup::kill() virtual

void CoinStackGroup::movement() virtual

void CoinStackGroup::calcAnim() virtual

void CoinStackGroup::draw() const virtual

void CoinStackGroup::startClipped() virtual

void CoinStackGroup::endClipped() virtual

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

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

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

const char* CoinStackGroup::getName() const override

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

EffectKeeper* CoinStackGroup::getEffectKeeper() const override

AudioKeeper* CoinStackGroup::getAudioKeeper() const override

StageSwitchKeeper* CoinStackGroup::getStageSwitchKeeper() const override

RailRider* CoinStackGroup::getRailRider() const override

SceneObjHolder* CoinStackGroup::getSceneObjHolder() const override

CollisionDirector* CoinStackGroup::getCollisionDirector() const override

AreaObjDirector* CoinStackGroup::getAreaObjDirector() const override

CameraDirector* CoinStackGroup::getCameraDirector() const override

NatureDirector* CoinStackGroup::getNatureDirector() const

void CoinStackGroup::initStageSwitchKeeper() override

void CoinStackGroup::updateCollider() virtual

ActorSceneInfo* CoinStackGroup::getSceneInfo() const

void CoinStackGroup::initPoseKeeper(ActorPoseKeeperBase* poseKeeper)

void CoinStackGroup::initExecuteInfo(ActorExecuteInfo* executeInfo)

void CoinStackGroup::initModelKeeper(ModelKeeper* modelKeeper)

void CoinStackGroup::initActionKeeper(ActorActionKeeper* actionKeeper)

void CoinStackGroup::initNerveKeeper(NerveKeeper* nerveKeeper)

void CoinStackGroup::initHitSensor(s32 amount)

void CoinStackGroup::initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)

void CoinStackGroup::initEffectKeeper(EffectKeeper* effectKeeper)

void CoinStackGroup::initAudioKeeper(AudioKeeper* audioKeeper)

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

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

void CoinStackGroup::initItemKeeper(s32 itemAmount)

void CoinStackGroup::initScoreKeeper()

void CoinStackGroup::initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)

void CoinStackGroup::initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)

void CoinStackGroup::initSubActorKeeper(SubActorKeeper* subActorKeeper)

void CoinStackGroup::initSceneInfo(ActorSceneInfo* sceneInfo)

LiveActorFlag* CoinStackGroup::getFlags() const

ModelKeeper* CoinStackGroup::getModelKeeper() const

ActorPoseKeeperBase* CoinStackGroup::getPoseKeeper() const

ActorExecuteInfo* CoinStackGroup::getExecuteInfo() const

ActorActionKeeper* CoinStackGroup::getActorActionKeeper() const

ActorItemKeeper* CoinStackGroup::getActorItemKeeper() const

ActorScoreKeeper* CoinStackGroup::getActorScoreKeeper() const

Collider* CoinStackGroup::getCollider() const

CollisionParts* CoinStackGroup::getCollisionParts() const

HitSensorKeeper* CoinStackGroup::getHitSensorKeeper() const

ScreenPointKeeper* CoinStackGroup::getScreenPointKeeper() const

HitReactionKeeper* CoinStackGroup::getHitReactionKeeper() const

RailKeeper* CoinStackGroup::getRailKeeper() const

ShadowKeeper* CoinStackGroup::getShadowKeeper() const

ActorPrePassLightKeeper* CoinStackGroup::getActorPrePassLightKeeper() const

ActorOcclusionKeeper* CoinStackGroup::getActorOcclusionKeeper() const

SubActorKeeper* CoinStackGroup::getSubActorKeeper() const

ActorParamHolder* CoinStackGroup::getActorParamHolder() const

void CoinStackGroup::setName(const char* newName)