Files
Petari/include/Game/Scene/MultiSceneActor.hpp
2025-11-22 16:39:47 -05:00

67 lines
2.3 KiB
C++

#pragma once
#include "Game/NameObj/NameObj.hpp"
#include <JSystem/JGeometry/TVec.hpp>
class EffectSystem;
class ModelManager;
class MultiSceneEffectKeeper;
class Nerve;
class Spine;
class MultiSceneActor : public NameObj {
public:
MultiSceneActor(const char*, const char*, bool);
virtual void init(const JMapInfoIter&);
virtual void movement();
virtual void calcAnim();
virtual void calcViewAndEntry();
virtual void appear();
virtual void kill();
virtual void control();
ModelManager* getModelManager() const;
EffectSystem* getEffectSystem() const;
MultiSceneEffectKeeper* getEffectKeeper() const;
void initEffect(EffectSystem*, int, const char*);
void setNerve(const Nerve*);
bool isNerve(const Nerve*) const;
void initNerve(const Nerve*);
s32 getNerveStep() const;
/* 0x0C */ TVec3f mTranslation;
/* 0x18 */ TVec3f mRotation;
/* 0x24 */ TVec3f mScale;
/* 0x30 */ bool _30;
/* 0x34 */ ModelManager* mModelManager;
/* 0x38 */ EffectSystem* mEffectSystem;
/* 0x3C */ MultiSceneEffectKeeper* mEffectKeeper;
/* 0x40 */ Spine* mSpine;
};
namespace MultiScene {
void startBck(MultiSceneActor*, const char*);
void startBtk(MultiSceneActor*, const char*);
void startBtp(MultiSceneActor*, const char*);
void startBva(MultiSceneActor*, const char*);
void setBtpFrameAndStop(MultiSceneActor*, f32);
void setBvaFrameAndStop(MultiSceneActor*, f32);
bool isBckStopped(MultiSceneActor*);
bool isStep(const MultiSceneActor*, s32);
bool isFirstStep(const MultiSceneActor*);
bool isGreaterStep(const MultiSceneActor*, s32);
bool isLessStep(const MultiSceneActor*, s32);
bool isLessEqualStep(const MultiSceneActor*, s32);
void setNerveAtStep(MultiSceneActor*, const Nerve*, s32);
void setNerveAtBckStopped(MultiSceneActor*, const Nerve*);
f32 calcNerveRate(const MultiSceneActor*, s32);
f32 calcNerveRate(const MultiSceneActor*, s32, s32);
f32 calcNerveEaseOutRate(const MultiSceneActor*, s32);
f32 calcNerveValue(const MultiSceneActor*, s32, f32, f32);
void emitEffect(const MultiSceneActor*, const char*);
void deleteEffectAll(const MultiSceneActor*);
void forceDeleteEffectAll(const MultiSceneActor*);
MtxPtr getJointMtx(const MultiSceneActor*, const char*);
}; // namespace MultiScene