Shine class
#include </OdysseyDecomp/src/Item/Shine.h>
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
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: kill() virtual
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: movement() virtual
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: calcAnim() virtual
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: draw() const virtual
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: startClipped() virtual
#include <l/Library/LiveActor/LiveActor.h>
bool Shine:: receiveMsg(const SensorMsg* message,
HitSensor* other,
HitSensor* self) virtual
#include <l/Library/LiveActor/LiveActor.h>
bool Shine:: receiveMsgScreenPoint(const SensorMsg* message,
ScreenPointer* source,
ScreenPointTarget* target) virtual
#include <l/Library/LiveActor/LiveActor.h>
const char* Shine:: getName() const override
#include <l/Library/LiveActor/LiveActor.h>
const sead:: Matrix34f* Shine:: getBaseMtx() const virtual
#include <l/Library/LiveActor/LiveActor.h>
EffectKeeper* Shine:: getEffectKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
AudioKeeper* Shine:: getAudioKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
StageSwitchKeeper* Shine:: getStageSwitchKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
RailRider* Shine:: getRailRider() const override
#include <l/Library/LiveActor/LiveActor.h>
SceneObjHolder* Shine:: getSceneObjHolder() const override
#include <l/Library/LiveActor/LiveActor.h>
CollisionDirector* Shine:: getCollisionDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
AreaObjDirector* Shine:: getAreaObjDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
CameraDirector* Shine:: getCameraDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
NatureDirector* Shine:: getNatureDirector() const
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initStageSwitchKeeper() override
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: updateCollider() virtual
#include <l/Library/LiveActor/LiveActor.h>
ActorSceneInfo* Shine:: getSceneInfo() const
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initExecuteInfo(ActorExecuteInfo* executeInfo)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initModelKeeper(ModelKeeper* modelKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initActionKeeper(ActorActionKeeper* actionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initNerveKeeper(NerveKeeper* nerveKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initHitSensor(s32 amount)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initEffectKeeper(EffectKeeper* effectKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initAudioKeeper(AudioKeeper* audioKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initRailKeeper(const ActorInitInfo& info,
const char* linkName)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initCollider(f32 radius,
f32 offsetY,
u32 allocatedHitInfo)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initItemKeeper(s32 itemAmount)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initScoreKeeper()
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initSubActorKeeper(SubActorKeeper* subActorKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: initSceneInfo(ActorSceneInfo* sceneInfo)
#include <l/Library/LiveActor/LiveActor.h>
LiveActorFlag* Shine:: getFlags() const
#include <l/Library/LiveActor/LiveActor.h>
ModelKeeper* Shine:: getModelKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPoseKeeperBase* Shine:: getPoseKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorExecuteInfo* Shine:: getExecuteInfo() const
#include <l/Library/LiveActor/LiveActor.h>
ActorActionKeeper* Shine:: getActorActionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorItemKeeper* Shine:: getActorItemKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorScoreKeeper* Shine:: getActorScoreKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
Collider* Shine:: getCollider() const
#include <l/Library/LiveActor/LiveActor.h>
CollisionParts* Shine:: getCollisionParts() const
#include <l/Library/LiveActor/LiveActor.h>
HitSensorKeeper* Shine:: getHitSensorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ScreenPointKeeper* Shine:: getScreenPointKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
HitReactionKeeper* Shine:: getHitReactionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
RailKeeper* Shine:: getRailKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ShadowKeeper* Shine:: getShadowKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPrePassLightKeeper* Shine:: getActorPrePassLightKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorOcclusionKeeper* Shine:: getActorOcclusionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
SubActorKeeper* Shine:: getSubActorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorParamHolder* Shine:: getActorParamHolder() const
#include <l/Library/LiveActor/LiveActor.h>
void Shine:: setName(const char* newName)
#include <l/Library/LiveActor/LiveActor.h>