StageSceneLayout class

Base classes

class al::NerveStateBase

Constructors, destructors, conversion operators

StageSceneLayout(const char*, const al::LayoutInitInfo&, const al::PlayerHolder*, const al::SubCameraRenderer*)
~StageSceneLayout()

Public functions

void startActionAll(const char*)
void control() override
void updatePlayGuideMenuText()
void setDirtyFlagForPlayGuideMenu()
void start()
void updateCounterParts()
void tryAppearCoinCollectCounter()
void startOnlyCoin(bool)
void endWithoutCoin(bool)
void end()
auto isEnd() const -> bool
auto isWait() const -> bool
auto isActive() const -> bool
auto isEndLifeDemo() const -> bool
void tryStartLifeDemo()
void startCoinCountAnim(s32)
void startCoinCollectCountAnim(s32)
void appearCoinCounterForDemo()
auto isEndCoinCountAnim() const -> bool
auto isEndShineChipCompleteAnim() const -> bool
void startShineChipCompleteAnim()
void endShineChipCompleteAnim()
void tryStartDemoGetLifeMaxUpItem(bool)
auto isEndDemoGetLifeMaxUpItem() const -> bool
void killShineCount()
void appearShineCountWait()
void startCloset()
void endCloset()
void missEnd()
void appearPlayGuideCamera()
void exeAppear()
auto isActionEndAll() -> bool
void exeWait()
void exeEnd()
void exeEndWithoutCoin()
void exeCoinCountAnim()
void exeShineChipComplete()
void exeShineCountAppear()
void updateLifeCounter()
void updateKidsModeLayout()
void startShineCountAnim(bool isAddTenShines)
auto isEndShineCountAnim() const -> bool
void init() virtual
void appear() 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()

Function documentation

void StageSceneLayout::init() virtual

void StageSceneLayout::appear() virtual

void StageSceneLayout::kill() virtual

bool StageSceneLayout::update() virtual

bool StageSceneLayout::isDead() const

NerveKeeper* StageSceneLayout::getNerveKeeper() const virtual

void StageSceneLayout::initNerve(const Nerve* nerve, s32 stateCount)

void StageSceneLayout::updateNerve()