CounterLifeCtrl class
Base classes
- class al::NerveExecutor
Constructors, destructors, conversion operators
-
CounterLifeCtrl(const al::
LayoutInitInfo& info, const al:: PlayerHolder* player_holder, const al:: SubCameraRenderer* sub_camera_renderer)
Public functions
- void setCount(s32 count)
- auto tryUpdateCount(s32 count) -> bool
- auto tryStartDemoLifeUp(bool is_hack_koopa) -> bool
- void appear()
- void end()
- void kill()
- void killAllLayout()
- auto isEndLifeDemo() const -> bool
- void exeAppear()
-
void setTransAllLayout(const sead::
Vector3f& trans) -
auto getInitTrans() const -> const sead::
Vector3f& - void appearAllLayout()
- void startAllLayout()
- auto getCurrentLayout() const -> CounterLife*
- void exeWait()
- void waitAllLayout()
- void updateTransAllLayout()
- auto tryChangeCount() -> bool
- void exeEnd()
- void exeDead()
- void exeCountStartFadeOut()
- void exeCountStartFadeIn()
- void exeCount()
- void startCountAnim(s32 target)
- void exeCountEnd()
- void exeDemoLifeMaxUpStartFadeIn()
-
void updateTrans(al::
LayoutActor* layout) - void exeDemoLifeMaxUpAddLife()
- void exeDemoLifeMaxUpWaitForMove()
- void exeDemoLifeMaxUpMove()
-
void calcLayoutTransByPlayer(sead::
Vector3f* out) - void exeDemoLifeMaxUpUnite()
- void startActionAllLayout(const char* action_name, const char* pane_name)
- auto getNerveKeeper() const -> NerveKeeper* virtual
- void initNerve(const Nerve* nerve, s32 stateCount)
- void updateNerve()
Function documentation
NerveKeeper* CounterLifeCtrl:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void CounterLifeCtrl:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void CounterLifeCtrl:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>