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56 lines
2.0 KiB
C++
56 lines
2.0 KiB
C++
#pragma once
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#include "Game/LiveActor/LiveActor.hpp"
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#include "Game/LiveActor/LiveActorGroup.hpp"
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#include "Game/LiveActor/FlashingCtrl.hpp"
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class NoteFairy;
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class NoteGroup : public LiveActorGroup {
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public:
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NoteGroup();
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virtual ~NoteGroup();
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virtual void init(const JMapInfoIter &);
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virtual void movement();
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f32 mRotation; // 0x18
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};
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/// @brief Class that represents a single note in a NoteFairy actor.
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class Note : public LiveActor {
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public:
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Note(const char *, const TVec3f &, NoteFairy *);
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virtual ~Note();
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virtual void init(const JMapInfoIter &);
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virtual void control();
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virtual void calcAndSetBaseMtx();
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/// @brief Checks if the sensor is either a player or a rideable entity and if it is, it will "collect" the note.
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virtual void attackSensor(HitSensor *, HitSensor *);
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void startCountDown();
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/// @brief Begins the countdown sequence that plays the "waiting" animation, and is switched to the countdown nerve when mIsCountdown is set to true by the Note::mParentFairy.
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void exeWait();
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/// @brief Begins the flashing sequence and if the current step reaches Note::mCounter's value, it calls Note::kill().
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void exeCountDown();
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/// @brief Scales the note's velocity by -30.0 and then invalidates all hit sensors, and after 10 steps, calls Note::kill().
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void exeFlyUp();
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/* 0x8C */ NoteFairy* mParentFairy; ///< The parent NoteFairy that this note was spawned from.
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TVec3f _90;
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TVec3f mRailDirection; // 0x9C
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/* 0xA8 */ int mCounter; ///< The amount of steps it takes for the note to disappear.
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f32 _AC;
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bool mIsCountdown; // 0xB0
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/* 0xB4 */ FlashingCtrl* mFlashCtrl; // A pointer to the FlashingCtrl instance that handles the "fading away" effects.
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u32 _B8;
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};
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namespace NrvNote {
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NERVE_DECL(NoteNrvWait, Note, Note::exeWait);
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NERVE_DECL(NoteNrvCountDown, Note, Note::exeCountDown);
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NERVE_DECL(NoteNrvFlyUp, Note, Note::exeFlyUp);
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}; |