1#include "Game/Gravity.hpp"
2#include "Game/Util.hpp"
4GlobalGravityObj::GlobalGravityObj(
const char *pName) :
LiveActor(pName) {
5 mGravityCreator =
nullptr;
9 MR::initDefaultPos(
this, rIter);
10 mGravityCreator->createFromJMap(rIter);
12 MR::useStageSwitchReadA(
this, rIter);
13 MR::useStageSwitchReadB(
this, rIter);
15 if (MR::isValidSwitchA(
this) || MR::isValidSwitchB(
this)) {
16 MR::connectToSceneMapObjMovement(
this);
19 MR::invalidateClipping(
this);
20 MR::registerDemoSimpleCastAll(
this);
21 MR::addBaseMatrixFollowerGravity(
this, rIter);
24 MR::useStageSwitchSleep(
this, rIter);
27void GlobalGravityObj::makeActorAppeared() {
28 LiveActor::makeActorAppeared();
30 pGravity->mAppeared =
true;
34void GlobalGravityObj::makeActorDead() {
35 LiveActor::makeActorDead();
37 pGravity->mAppeared =
false;
40void GlobalGravityObj::updateSwitch() {
41 if (MR::isValidSwitchA(
this) || MR::isValidSwitchB(
this)) {
45 if (MR::isValidSwitchA(
this)) {
46 switchA = MR::isOnSwitchA(
this);
48 if (MR::isValidSwitchB(
this)) {
49 switchB = MR::isOnSwitchB(
this) ==
false;
53 pGravity->mActivated = switchA && switchB;
57void GlobalGravityObj::movement() {
62 return mGravityCreator->getGravity();
66 NameObj* createGlobalCubeGravityObj(
const char *pName) {
72 NameObj* createGlobalConeGravityObj(
const char *pName) {
78 NameObj* createGlobalDiskGravityObj(
const char *pName) {
84 NameObj* createGlobalDiskTorusGravityObj(
const char *pName) {
90 NameObj* createGlobalPlaneGravityObj(
const char *pName) {
96 NameObj* createGlobalPlaneInBoxGravityObj(
const char *pName) {
102 NameObj* createGlobalPlaneInCylinderGravityObj(
const char *pName) {
108 NameObj* createGlobalPointGravityObj(
const char *pName) {
114 NameObj* createGlobalSegmentGravityObj(
const char *pName) {
120 NameObj* createGlobalWireGravityObj(
const char *pName) {
virtual void init(const JMapInfoIter &rIter)
Intializes the NameObj and can set various settings and construct necessary classes.
The basis of a drawable actor that can contain states (see: Nerve)
The most basic form of an object.