1#include "Game/MapObj/MapPartsFunction.hpp"
2#include "Game/LiveActor/LiveActor.hpp"
3#include "Game/LiveActor/Spine.hpp"
5MapPartsFunction::MapPartsFunction(
LiveActor *pActor,
const char *pName) :
NameObj(pName != 0 ? pName :
"マップパーツ機能") {
11void MapPartsFunction::sendMsgToHost(u32 msg) {
16void MapPartsFunction::movement() {
23void MapPartsFunction::initNerve(
const Nerve *pNerve) {
24 mSpine =
new Spine(
this, pNerve);
27void MapPartsFunction::setNerve(
const Nerve *pNerve) {
28 mSpine->setNerve(pNerve);
31s32 MapPartsFunction::getStep()
const {
35bool MapPartsFunction::isStep(s32 step)
const {
36 return step == mSpine->mStep;
39bool MapPartsFunction::isNerve(
const Nerve *pNerve)
const {
40 return mSpine->getCurrentNerve() == pNerve;
43bool MapPartsFunction::isFirstStep()
const {
44 return mSpine->mStep == 0;
The basis of a drawable actor that can contain states (see: Nerve)
HitSensor * getSensor(const char *pSensorName) const
Gets a sensor.
The most basic form of an object.
Used for executing states of a LiveActor.