1#include "Game/Camera/CameraTargetHolder.hpp"
2#include "Game/Camera/CameraTargetObj.hpp"
3#include "Game/LiveActor/LiveActor.hpp"
5CameraTargetHolder::CameraTargetHolder() {
11CameraTargetHolder::~CameraTargetHolder() {
15void CameraTargetHolder::movement() {
16 mTargetActor->movement();
27void CameraTargetHolder::set(
const LiveActor *pActor) {
28 mTargetActor->mActor = pActor;
29 mTarget = mTargetActor;
32void CameraTargetHolder::set(
const MarioActor *pActor) {
33 mTargetPlayer->mActor = pActor;
34 mTarget = mTargetPlayer;
37bool CameraTargetHolder::isOnGround()
const {
38 return !mTarget->isJumping() || mTarget->isWaterMode() || mTarget->isOnWaterSurface();
41bool CameraTargetHolder::isMoving()
const {
42 const TVec3f *lastMove = mTarget->getLastMove();
43 float length = PSVECMag(
reinterpret_cast<const Vec *
>(lastMove));
The basis of a drawable actor that can contain states (see: Nerve)