EnemyStateWander class
Base classes
- class al::ActorStateBase
Constructors, destructors, conversion operators
-
EnemyStateWander(al::
LiveActor* actor, const char* stateName)
Public functions
- void appear() override
- void exeWait()
- void exeWalk()
- void exeFall()
- auto isWait() const -> bool
- auto isWalk() const -> bool
- auto isFall() const -> bool
- void changeWalkAnim(const char*)
- void init() virtual
- void kill() virtual
- auto update() -> bool virtual
- void control() 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 EnemyStateWander:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void EnemyStateWander:: kill() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool EnemyStateWander:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void EnemyStateWander:: control() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool EnemyStateWander:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* EnemyStateWander:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void EnemyStateWander:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void EnemyStateWander:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* EnemyStateWander:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>