PlayerStateHipDrop class
Base classes
- class al::ActorStateBase
Constructors, destructors, conversion operators
-
PlayerStateHipDrop(al::
LiveActor* player, const PlayerConst* pConst, const PlayerInput* input, const IUsePlayerCollision* collider, PlayerAnimator* animator, PlayerTrigger* trigger)
Public functions
- void appear() override
-
auto attackHipDropKnockDown(al::
HitSensor* sender, al:: HitSensor* receiver) -> bool - auto isEnableHeadSliding() const -> bool
- auto isEnableHipDropAttack() const -> bool
- auto isEnableLandCancel() const -> bool
- auto isEnableMove() const -> bool
- auto isEnableInWater() const -> bool
- auto isEnableIK() const -> bool
- auto isLandTrigger() const -> bool
- void exeStart()
- void exeFall()
- void exeLand()
- 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 PlayerStateHipDrop:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void PlayerStateHipDrop:: kill() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool PlayerStateHipDrop:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void PlayerStateHipDrop:: control() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool PlayerStateHipDrop:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* PlayerStateHipDrop:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void PlayerStateHipDrop:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void PlayerStateHipDrop:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* PlayerStateHipDrop:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>