3#include "Game/MapObj/PowerStarAppearPoint.hpp"
4#include "Game/NameObj/NameObjArchiveListCollector.hpp"
5#include "Game/LiveActor/LiveActor.hpp"
6#include "Game/LiveActor/ModelObj.hpp"
7#include "Game/Util/Color.hpp"
8#include "JSystem/JGeometry.hpp"
11 const char* cAppearDemoName =
"パワースター出現";
12 const char* cStageClearAnimNameKoopaVs3 =
"GrandStarGetKoopaVs3";
21 virtual void initAfterPlacement();
22 virtual void appear();
23 virtual void makeActorAppeared();
24 virtual void control();
30 void setDemoAppearPos(
const TVec3f &);
31 bool isEndAppearDemo()
const;
34 static void setupColorAtResultSequence(
LiveActor *,
bool);
36 static void requestPointLightAtResultSequence(
const LiveActor *);
37 static f32 getPowerStarWaitRotateSpeed();
38 static s32 getBtpFrameCurrentStage(s32);
39 static bool isCurrentStageKoopaVs3();
40 static void initShadowPowerStar(
LiveActor *,
bool);
44 void initSensorGrandStar();
51 void requestAppearOrWait();
52 void calcAppearDemoRiseTrans(TVec3f *, f32)
const;
53 void processWait(f32);
54 void exeAppearDemoRise();
55 void exeAppearDemoMove();
56 void exeAppearDemoKoopa();
59 void exeWeakNoRotate();
61 void exeStageClearDemo();
63 inline bool isGrandStar() {
69 TVec3f mAppearPosition;
83 volatile s32 mColorFrame_v;
87 volatile bool mIsGrandStar;
98namespace NrvPowerStar {
99 NERVE(PowerStarNrvWaitStartAppear);
100 NERVE(PowerStarNrvAppearDemoRise);
101 NERVE(PowerStarNrvAppearDemoMove);
102 NERVE(PowerStarNrvAppearDemoKoopa);
103 NERVE(PowerStarNrvWait);
104 NERVE(PowerStarNrvWeak);
105 NERVE(PowerStarNrvWeakNoRotate);
106 NERVE(PowerStarNrvWeakToWait);
107 NERVE(PowerStarNrvStageClearDemo);
The basis of a drawable actor that can contain states (see: Nerve)
Stores archive names of NameObjs.
The most basic form of an object.
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.