StageSceneStateStartSeparatePlay class
Base classes
-
template<class T>class al::HostStateBase<StageSceneStatePauseMenu>
Constructors, destructors, conversion operators
-
StageSceneStateStartSeparatePlay(const char* name,
StageSceneStatePauseMenu* host,
const al::
LayoutInitInfo& info, al:: WipeSimple* wipeSimple, al:: GamePadSystem* gamePadSystem, FooterParts* footerParts)
Public functions
- void appear() virtual
- void startTreeHouse()
- auto isNeedRequestGraphicsPreset() const -> bool
- auto isDrawViewRenderer() const -> bool
- void exeAppear()
- void exeWait()
-
auto getScene() -> al::
Scene* - void exeBack()
- void exeFadeOut()
- void exeApplet()
- void exeFadeIn()
- void exeWaitDraw()
- auto isCancel() const -> bool
- auto getHost() const -> StageSceneStatePauseMenu*
- 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()
Function documentation
StageSceneStatePauseMenu* StageSceneStateStartSeparatePlay:: getHost() const
#include <l/Library/Nerve/NerveStateBase.h>
void StageSceneStateStartSeparatePlay:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void StageSceneStateStartSeparatePlay:: kill() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool StageSceneStateStartSeparatePlay:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void StageSceneStateStartSeparatePlay:: control() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool StageSceneStateStartSeparatePlay:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* StageSceneStateStartSeparatePlay:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void StageSceneStateStartSeparatePlay:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void StageSceneStateStartSeparatePlay:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>