1#include "Game/LiveActor/SpotMarkLight.hpp"
3SpotMarkLight::SpotMarkLight(
LiveActor *pActor, f32 a3, f32 a4, MtxPtr mtx) :
PartsModel(pActor,
"マーク光柱",
"SpotMarkLight", mtx, -1, false) {
7 initFixedPosition(pActor->
getBaseMtx(), TVec3f(0.0f, 0.0f, 0.0f), TVec3f(0.0f, 0.0f, 0.0f));
10 mScale.z = a3 / 50.0f;
11 mScale.x = a3 / 50.0f;
12 mScale.y = a4 / 1000.0f;
13 MR::startBrk(
this,
"Appear");
14 MR::registerDemoSimpleCastAll(
this);
17void SpotMarkLight::control() {
18 if (MR::isNearPlayerAnyTime(
this, 1000.0f)) {
20 if (MR::isBrkStopped(
this)) {
21 MR::startBrk(
this,
"Disappear");
26 else if (_9B && MR::isBrkStopped(
this)) {
27 MR::startBrk(
this,
"Appear");
36SpotMarkLight::~SpotMarkLight() {
The basis of a drawable actor that can contain states (see: Nerve)
virtual MtxPtr getBaseMtx() const
Gets the base matrix of the model used for the actor.
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.