1#include "Game/Screen/StarPieceCounter.hpp"
3StarPieceCounter::StarPieceCounter(
const char *pName) :
LayoutActor(pName, true) {
8 mPaneRumbler =
nullptr;
16 initLayoutManager(
"StarPieceCounter", 3);
17 MR::createAndAddPaneCtrl(
this,
"TSPieceCounter", 1);
18 MR::setFollowPos(&mFollowPos,
this,
"TSPieceCounter");
22 if (!MR::isStageAstroLocation()) {
23 MR::createAndAddPaneCtrl(
this,
"StarPieceCounter", 1);
24 MR::setFollowPos(&mFollowPos,
this,
"StarPieceCounter");
25 mPaneRumbler->connectPane(
this,
"Counter");
28 initEffectKeeper(0,
nullptr,
nullptr);
29 s32 pieceNum = MR::getStarPieceNum();
30 mStarPieceNum = pieceNum;
32 initNerve(&NrvStarPieceCounter::StarPieceCounterNrvHide::sInstance);
33 MR::connectToSceneLayout(
this);
37void StarPieceCounter::appear() {
39 mPaneRumbler->reset();
44 setNerve(&NrvStarPieceCounter::StarPieceCounterNrvHide::sInstance);
45 LayoutActor::appear();
46 MR::requestMovementOn(
this);
49void StarPieceCounter::forceAppear(
bool a1) {
50 if (a1 || !StarPieceUtil::isDeadOrWaiting(
this)) {
52 setNerve(&NrvStarPieceCounter::StarPieceCounterNrvAppear::sInstance);
63void StarPieceCounter::disappear(
bool a1) {
64 if (a1 || !isValidAppearSituation()) {
65 setNerve(&NrvStarPieceCounter::StarPieceCounterNrvDisappear::sInstance);
73bool StarPieceCounter::isWait()
const {
76 if (!MR::isDead(
this) && isNerve(&NrvStarPieceCounter::StarPieceCounterNrvWait::sInstance)) {
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.