1#include "Game/Map/SpaceInner.hpp"
2#include "Game/Util.hpp"
4NrvSpaceInner::HostTypeAppear NrvSpaceInner::HostTypeAppear::sInstance;
5NrvSpaceInner::HostTypeDisappear NrvSpaceInner::HostTypeDisappear::sInstance;
7SpaceInner::SpaceInner(
const char *pName) :
LiveActor(pName) {
12 MR::initDefaultPos(
this, rIter);
13 initModelManagerWithAnm(
"SpaceInner", 0,
false);
14 MR::connectToSceneSky(
this);
15 initNerve(&NrvSpaceInner::HostTypeAppear::sInstance);
16 MR::invalidateClipping(
this);
17 MR::registerDemoSimpleCastAll(
this);
21void SpaceInner::calcAnim() {
22 TVec3f pos = MR::getCamPos();
26 LiveActor::calcAnim();
29void SpaceInner::appear() {
31 MR::startBrk(
this,
"Appear");
32 setNerve(&NrvSpaceInner::HostTypeAppear::sInstance);
35void SpaceInner::disappear() {
36 MR::startBrk(
this,
"Disappear");
37 setNerve(&NrvSpaceInner::HostTypeDisappear::sInstance);
40bool SpaceInner::isAppeared()
const {
41 if (isNerve(&NrvSpaceInner::HostTypeAppear::sInstance)) {
42 return MR::isBrkStopped(
this);
48SpaceInner::~SpaceInner() {
52namespace NrvSpaceInner {
53 void HostTypeDisappear::execute(
Spine *pSpine)
const {
55 if (MR::isBrkStopped(actor)) {
60 void HostTypeAppear::execute(
Spine *pSpine)
const {
The basis of a drawable actor that can contain states (see: Nerve)
TVec3f mPosition
3D vector of the actor's position.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.