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125 lines
4.8 KiB
C++
125 lines
4.8 KiB
C++
#include "Game/Scene/SceneFunction.hpp"
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#include "Game/Effect/EffectSystem.hpp"
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#include "Game/NameObj/NameObjExecuteHolder.hpp"
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#include "Game/NameObj/NameObjListExecutor.hpp"
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#include "Game/Scene/SceneDataInitializer.hpp"
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#include "Game/System/GameSystem.hpp"
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void SceneFunction::startStageFileLoad() {
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MR::createSceneObj(SceneObj_SceneDataInitializer);
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SceneDataInitializer* init = MR::getSceneObj<SceneDataInitializer*>(SceneObj_SceneDataInitializer);
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init->startStageFileLoad();
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}
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void SceneFunction::waitDoneStageFileLoad() {
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SceneDataInitializer* init = MR::getSceneObj<SceneDataInitializer*>(SceneObj_SceneDataInitializer);
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init->waitDoneStageFileLoad();
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}
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void SceneFunction::startActorFileLoadCommon() {
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SceneDataInitializer* init = MR::getSceneObj<SceneDataInitializer*>(SceneObj_SceneDataInitializer);
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init->startActorFileLoadCommon();
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}
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void SceneFunction::startActorFileLoadScenario() {
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SceneDataInitializer* init = MR::getSceneObj<SceneDataInitializer*>(SceneObj_SceneDataInitializer);
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init->startActorFileLoadScenario();
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}
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void SceneFunction::startActorPlacement() {
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SceneDataInitializer* init = MR::getSceneObj<SceneDataInitializer*>(SceneObj_SceneDataInitializer);
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init->startActorPlacement();
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}
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void SceneFunction::initAfterScenarioSelected() {
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SceneDataInitializer* init = MR::getSceneObj<SceneDataInitializer*>(SceneObj_SceneDataInitializer);
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init->startStageFileLoadAfterScenarioSelected();
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SceneDataInitializer* init_again = MR::getSceneObj<SceneDataInitializer*>(SceneObj_SceneDataInitializer);
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init_again->initAfterScenarioSelected();
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}
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void SceneFunction::initForNameObj() {
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MR::createSceneObj(SceneObj_NameObjExecuteHolder);
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MR::createSceneObj(SceneObj_StopSceneController);
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MR::createSceneObj(SceneObj_SceneObjMovementCtrl);
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}
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void SceneFunction::initForLiveActor() {
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MR::createSceneObj(SceneObj_AllLiveActorGroup);
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MR::createSceneObj(SceneObj_ClippingDirector);
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MR::createSceneObj(SceneObj_DemoDirector);
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MR::createSceneObj(SceneObj_SensorHitChecker);
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MR::createSceneObj(SceneObj_CollisionDirector);
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MR::createSceneObj(SceneObj_MessageSensorHolder);
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MR::createSceneObj(SceneObj_LiveActorGroupArray);
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MR::createSceneObj(SceneObj_MovementOnOffGroupHolder);
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MR::createSceneObj(SceneObj_LightDirector);
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MR::createSceneObj(SceneObj_AreaObjContainer);
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MR::createSceneObj(SceneObj_CaptureScreenActor);
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MR::createSceneObj(SceneObj_StageSwitchContainer);
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MR::createSceneObj(SceneObj_SwitchWatcherHolder);
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MR::createSceneObj(SceneObj_SleepControllerHolder);
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MR::createSceneObj(SceneObj_TalkDirector);
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MR::createSceneObj(SceneObj_NPCDirector);
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}
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void SceneFunction::initEffectSystem(u32 a1, u32 a2) {
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MR::createSceneObj(SceneObj_EffectSystem);
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MR::getEffectSystem()->entry(MR::getParticleResourceHolder(), a1, a2);
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}
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void SceneFunction::allocateDrawBufferActorList() {
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NameObjListExecutor* exec = SingletonHolder<GameSystem>::get()->mSceneController->getNameObjListExecutor();
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exec->allocateDrawBufferActorList();
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MR::initConnectting();
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}
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void CategoryList::execute(MR::MovementType type) {
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NameObjListExecutor* exec = SingletonHolder<GameSystem>::get()->mSceneController->getNameObjListExecutor();
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exec->executeMovement(type);
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}
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void CategoryList::execute(MR::CalcAnimType type) {
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NameObjListExecutor* exec = SingletonHolder<GameSystem>::get()->mSceneController->getNameObjListExecutor();
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exec->executeCalcAnim(type);
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}
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void CategoryList::execute(MR::DrawType type) {
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NameObjListExecutor* exec = SingletonHolder<GameSystem>::get()->mSceneController->getNameObjListExecutor();
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exec->executeDraw(type);
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}
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void CategoryList::entryDrawBuffer2D() {
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NameObjListExecutor* exec = SingletonHolder<GameSystem>::get()->mSceneController->getNameObjListExecutor();
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exec->entryDrawBuffer2D();
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}
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void CategoryList::entryDrawBuffer3D() {
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NameObjListExecutor* exec = SingletonHolder<GameSystem>::get()->mSceneController->getNameObjListExecutor();
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exec->entryDrawBuffer3D();
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}
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void CategoryList::entryDrawBufferMirror() {
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NameObjListExecutor* exec = SingletonHolder<GameSystem>::get()->mSceneController->getNameObjListExecutor();
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exec->entryDrawBufferMirror();
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}
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void CategoryList::drawOpa(MR::DrawBufferType type) {
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NameObjListExecutor* exec = SingletonHolder<GameSystem>::get()->mSceneController->getNameObjListExecutor();
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exec->drawOpa(type);
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}
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void CategoryList::drawXlu(MR::DrawBufferType type) {
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NameObjListExecutor* exec = SingletonHolder<GameSystem>::get()->mSceneController->getNameObjListExecutor();
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exec->drawXlu(type);
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}
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void CategoryList::requestMovementOn(MR::MovementType type) {
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MR::requestMovementOnWithCategory(type);
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}
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void CategoryList::requestMovementOff(MR::MovementType type) {
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MR::requestMovementOffWithCategory(type);
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}
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void SceneFunction::createHioBasicNode(Scene*) {} |