Shine class

Base classes

class al::LiveActor
class IUseDimension

Constructors, destructors, conversion operators

Shine(const char*)

Public functions

void init(const al::ActorInitInfo&) override
auto getCurrentModel() -> al::LiveActor*
auto tryExpandShadowAndClipping() -> bool
void initAppearDemo(const al::ActorInitInfo&)
void onAppear()
void offAppear()
void hideAllModel()
void invalidateKillSensor()
void initAfterPlacement() override
void getDirect()
void updateHintTrans(const sead::Vector3f&) const
void appear() override
void makeActorAlive() override
void makeActorDead() override
void control() override
void updateModelActorPose()
void attackSensor(al::HitSensor* self, al::HitSensor* other) override
auto receiveMsg(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) -> bool override
void showCurrentModel()
void appearPopup()
void addDemoActorWithModel()
void get()
void endClipped() override
void initAppearDemoFromHost(const al::ActorInitInfo&, const sead::Vector3f&)
void initAppearDemoFromHost(const al::ActorInitInfo&)
void initAppearDemoActorCamera(const al::ActorInitInfo&)
void createShineEffectInsideObject(const al::ActorInitInfo&, const sead::Vector3f&, const char*)
auto isGot() const -> bool
auto isEmptyShineForDemoGetGrand() const -> bool
void setShopShine()
auto isEndAppear() const -> bool
auto isEndAppearGK() const -> bool
void onSwitchGet()
auto getColorFrame() const -> s32
void setHintPhotoShine(const al::ActorInitInfo&)
auto appearCommon() -> bool
auto tryChangeCoin() -> bool
void tryAppearOrDemoAppear()
void appearPopup(const sead::Vector3f&)
void appearPopupDelay(s32)
void appearPopupSlot(const sead::Vector3f&)
void appearWarp(const sead::Vector3f&, const sead::Vector3f&)
void appearStatic()
void appearPopupWithoutDemo()
void appearPopupGrandByBoss(s32)
void appearPopupWithoutWarp()
void appearAndJoinBossDemo(const char*, const sead::Quatf&, const sead::Vector3f&)
void endBossDemo()
void endBossDemoAndStartFall(f32)
void appearWait()
void appearWait(const sead::Vector3f&)
void startHold()
void startFall()
void getDirectWithDemo()
void addDemoModelActor()
void setGrandShine()
void exeWaitRequestDemo()
void exeWaitKill()
void exeDemoAppear()
auto tryWaitCameraInterpole() const -> bool
auto tryStartAppearDemo() -> bool
void calcCameraAt()
void exeDemoMove()
void updateIgnoreFrame()
void exeDemoWait()
void exeDemoGet()
void exeDemoGetMain()
void exeDemoGetGrand()
void exeBossDemo()
void exeBossDemoAfterFall()
void exeBossDemoAfterLanding()
void exeBossDemoFall()
void exeBossDemoFallSlowdown()
void exeBossDemoRise()
void exeBossDemoRiseDamp()
void exeAppearSlot()
void exeAppearSlotDown()
void exeAppear()
void exeAppearWait()
void exeAppearDown()
void exeAppearStatic()
void exeAppearEnd()
void exeAppearWaitCameraInterpole()
void exeWait()
void exeGot()
void exeHold()
void exeFall()
void exeDelay()
void exeHide()
void exeReaction()
void exeCoin()
void updateModelActorResetPosition()
auto getActorDimensionKeeper() const -> ActorDimensionKeeper* override
auto get_16c() -> const sead::Vector3f&
void set_16c(const sead::Vector3f& newValue)
auto isMainShine() const -> bool
auto getNerveKeeper() const -> NerveKeeper* override
void kill() virtual
void movement() virtual
void calcAnim() virtual
void draw() const virtual
void startClipped() 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* Shine::getNerveKeeper() const override

void Shine::kill() virtual

void Shine::movement() virtual

void Shine::calcAnim() virtual

void Shine::draw() const virtual

void Shine::startClipped() virtual

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

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

const char* Shine::getName() const override

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

EffectKeeper* Shine::getEffectKeeper() const override

AudioKeeper* Shine::getAudioKeeper() const override

StageSwitchKeeper* Shine::getStageSwitchKeeper() const override

RailRider* Shine::getRailRider() const override

SceneObjHolder* Shine::getSceneObjHolder() const override

CollisionDirector* Shine::getCollisionDirector() const override

AreaObjDirector* Shine::getAreaObjDirector() const override

CameraDirector* Shine::getCameraDirector() const override

NatureDirector* Shine::getNatureDirector() const

void Shine::updateCollider() virtual

ActorSceneInfo* Shine::getSceneInfo() const

void Shine::initPoseKeeper(ActorPoseKeeperBase* poseKeeper)

void Shine::initExecuteInfo(ActorExecuteInfo* executeInfo)

void Shine::initModelKeeper(ModelKeeper* modelKeeper)

void Shine::initActionKeeper(ActorActionKeeper* actionKeeper)

void Shine::initNerveKeeper(NerveKeeper* nerveKeeper)

void Shine::initHitSensor(s32 amount)

void Shine::initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)

void Shine::initEffectKeeper(EffectKeeper* effectKeeper)

void Shine::initAudioKeeper(AudioKeeper* audioKeeper)

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

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

void Shine::initItemKeeper(s32 itemAmount)

void Shine::initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)

void Shine::initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)

void Shine::initSubActorKeeper(SubActorKeeper* subActorKeeper)

void Shine::initSceneInfo(ActorSceneInfo* sceneInfo)

LiveActorFlag* Shine::getFlags() const

ModelKeeper* Shine::getModelKeeper() const

ActorPoseKeeperBase* Shine::getPoseKeeper() const

ActorExecuteInfo* Shine::getExecuteInfo() const

ActorActionKeeper* Shine::getActorActionKeeper() const

ActorItemKeeper* Shine::getActorItemKeeper() const

ActorScoreKeeper* Shine::getActorScoreKeeper() const

Collider* Shine::getCollider() const

CollisionParts* Shine::getCollisionParts() const

HitSensorKeeper* Shine::getHitSensorKeeper() const

ScreenPointKeeper* Shine::getScreenPointKeeper() const

HitReactionKeeper* Shine::getHitReactionKeeper() const

RailKeeper* Shine::getRailKeeper() const

ShadowKeeper* Shine::getShadowKeeper() const

ActorPrePassLightKeeper* Shine::getActorPrePassLightKeeper() const

ActorOcclusionKeeper* Shine::getActorOcclusionKeeper() const

SubActorKeeper* Shine::getSubActorKeeper() const

ActorParamHolder* Shine::getActorParamHolder() const

void Shine::setName(const char* newName)