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
#include <l/Library/Nerve/NerveStateBase.h>
void StageSceneLayout:: appear() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void StageSceneLayout:: kill() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool StageSceneLayout:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool StageSceneLayout:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* StageSceneLayout:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void StageSceneLayout:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void StageSceneLayout:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>