EnemyStateSwoon class
Base classes
- class al::ActorStateBase
Constructors, destructors, conversion operators
-
EnemyStateSwoon(al::
LiveActor* actor, const char* startAnimName, const char* loopAnimName, const char* endAnimName, bool hasSubActors, bool hasStartLandAnimation)
Public functions
- void appear() override
- void control() override
- auto tryReceiveMsgAttack(const al::SensorMsg* message) -> bool
- auto tryReceiveMsgStartHack(const al::SensorMsg* message) -> bool
- auto tryReceiveMsgEndSwoon(const al::SensorMsg* message) -> bool
- auto tryReceiveMsgPressDown(const al::SensorMsg* message) -> bool
- auto tryReceiveMsgObjHipDropAll(const al::SensorMsg* message) -> bool
- auto tryReceiveMsgTrample(const al::SensorMsg* message) -> bool
-
auto tryReceiveMsgTrample(const al::SensorMsg*,
const al::
HitSensor* other, const al:: HitSensor* self) -> bool - auto tryReceiveMsgTrampleReflect(const al::SensorMsg* message) -> bool
-
auto tryReceiveMsgTrampleReflect(const al::SensorMsg*,
const al::
HitSensor* other, const al:: HitSensor* self) -> bool - auto tryReceiveMsgObjHipDropReflect(const al::SensorMsg* message) -> bool
-
auto tryReceiveMsgObjLeapFrog(const al::SensorMsg*,
const al::
HitSensor* other, const al:: HitSensor* self) -> bool - auto tryReceiveMsgEnableLockOn(const al::SensorMsg* message) -> bool
- auto tryReceiveMsgStartLockOn(const al::SensorMsg* message) -> bool
- auto requestTrampled() -> bool
- void initParams(s32 swoonDuration, const char* trampledAnimName)
- void initParams(const EnemyStateSwoonInitParam& initParam)
- auto getSwoonStartAnimName() const -> const char*
- auto getSwoonStartLandAnimName() const -> const char*
- auto isOnGroundOrWaterSurface() const -> bool
- auto tryStartHitReactionLand() -> bool
- auto getSwoonLoopAnimName() const -> const char*
- auto isPlayingActionIncorrect() const -> bool
- auto getSwoonEndAnimName() const -> const char*
- auto getSwoonTrampledAnimName() const -> const char*
- void exeSwoonStart()
- void exeSwoonStartFall()
- void exeSwoonStartLand()
- void exeSwoonLoop()
- void exeSwoonEndSign()
- void exeSwoonEnd()
- void exeSwoonTrampled()
- void enableLockOnDelay(bool hasLockOnDelay)
- void init() virtual
- void kill() virtual
- auto update() -> bool virtual
- auto isDead() const -> bool
- auto getNerveKeeper() const -> NerveKeeper* virtual
- void initNerve(const Nerve* nerve, s32 stateCount)
- void updateNerve()
Protected variables
- LiveActor* mActor
Function documentation
void EnemyStateSwoon:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void EnemyStateSwoon:: kill() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool EnemyStateSwoon:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool EnemyStateSwoon:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* EnemyStateSwoon:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void EnemyStateSwoon:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void EnemyStateSwoon:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* EnemyStateSwoon:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>