1#include "Game/Demo/DemoSimpleCastHolder.hpp"
2#include "Game/LiveActor/LiveActor.hpp"
3#include "Game/Util.hpp"
5DemoSimpleCastHolder::DemoSimpleCastHolder(s32 liveActorCount, s32 layoutActorCount, s32 nameObjCount) {
6 mLiveActors.mMaxSize = 0;
7 mMaxLiveActorCount = 0;
8 mLayoutActors.mMaxSize = 0;
9 mMaxLayoutActorCount = 0;
10 mNameObjs.mMaxSize = 0;
13 mLiveActors.init(liveActorCount);
14 mLayoutActors.init(layoutActorCount);
15 mNameObjs.init(nameObjCount);
18void DemoSimpleCastHolder::registerActor(
LiveActor *pActor) {
19 mLiveActors.assign(pActor, mMaxLiveActorCount++);
22void DemoSimpleCastHolder::registerActor(
LayoutActor *pLayoutActor) {
23 mLayoutActors.assign(pLayoutActor, mMaxLayoutActorCount++);
26void DemoSimpleCastHolder::registerNameObj(
NameObj *pNameObj) {
27 mNameObjs.assign(pNameObj, mMaxNameObjCount++);
30void DemoSimpleCastHolder::movementOnAllCasts() {
33 while (curActor != &mLiveActors.mArr[mMaxLiveActorCount]) {
34 MR::requestMovementOn(*curActor);
40 while (curLayoutActor != &mLayoutActors.mArr[mMaxLayoutActorCount]) {
41 MR::requestMovementOn(*curLayoutActor);
45 NameObj** curNameObj = mNameObjs.mArr;
47 while (curNameObj != &mNameObjs.mArr[mMaxNameObjCount]) {
48 MR::requestMovementOn(*curNameObj);
The basis of a drawable actor that can contain states (see: Nerve)
The most basic form of an object.