1#include "Game/MapObj/CoinSpot.hpp"
3CoinSpot::CoinSpot(
const char *pName) :
LiveActor(pName) {
11 MR::connectToSceneMapObjMovementCalcAnim(
this);
12 MR::initDefaultPos(
this, rIter);
14 MR::getJMapInfoArg0NoInit(rIter, &arg);
25 initNerve(&NrvCoinSpot::CoinSpotNrvWait::sInstance);
29void CoinSpot::initSensor() {
34 offs.y = 60.0f * scale_y;
36 MR::addHitSensorMapObj(
this,
"body", 32, offs.y, offs);
39void CoinSpot::exeWait() {
40 if (MR::isFirstStep(
this)) {
47 setNerve(&NrvCoinSpot::CoinSpotNrvIsInTornado::sInstance);
51void CoinSpot::exeIsInTornado() {
52 if (MR::isFirstStep(
this)) {
73 if (_98 >= _8C || MR::isGreaterStep(
this, 180)) {
74 MR::deleteEffect(
this,
"光");
83CoinSpot::~CoinSpot() {
87namespace NrvCoinSpot {
88 INIT_NERVE(CoinSpotNrvWait);
89 INIT_NERVE(CoinSpotNrvIsInTornado);
91 void CoinSpotNrvIsInTornado::execute(
Spine *pSpine)
const {
93 spot->exeIsInTornado();
96 void CoinSpotNrvWait::execute(
Spine *pSpine)
const {
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
The basis of a drawable actor that can contain states (see: Nerve)
TVec3f mPosition
3D vector of the actor's position.
TVec3f mScale
3D vector of the actor's scale.