3#include "Game/LiveActor/LiveActor.hpp"
4#include "Game/LiveActor/ModelObj.hpp"
5#include "Game/MapObj/SpinDriverCamera.hpp"
6#include "Game/MapObj/SpinDriverOperateRing.hpp"
7#include "Game/MapObj/SpinDriverShootPath.hpp"
8#include "Game/MapObj/SpinDriverPathDrawer.hpp"
11 static f32 sCanBindTime = 90.0f;
20 virtual void initAfterPlacement();
21 virtual void appear();
22 virtual void makeActorAppeared();
23 virtual void startClipped();
24 virtual void endClipped();
25 virtual void control();
31 void initGravityAxis();
33 void initEmptyModel();
38 void initOperateRing();
43 bool tryForceCancel();
47 bool tryEndCoolDown();
50 void requestEmptyAppear();
55 void exeEmptyNonActive();
56 void exeEmptyAppear();
64 inline void exeCoolDown();
65 inline void exeShootOnEnd();
67 void updateShootMotion();
70 void updateBindActorMatrix();
71 void updateBindActorPoseToShoot(f32);
72 void turnBindHead(
const TVec3f &, f32);
73 void moveBindPosToCenter();
76 void updatePathDraw(f32);
77 void updateOperateRate();
78 void updateBindPosition(f32);
79 void calcShootMotionTime();
80 void addSwingSignRotateY();
83 bool isNeedEmptyModel()
const;
84 bool isRightToUse()
const;
132 NameObj* createSuperSpinDriverYellow(
const char *);
133 NameObj* createSuperSpinDriverGreen(
const char *);
134 NameObj* createSuperSpinDriverPink(
const char *);
137namespace NrvSuperSpinDriver {
138 NERVE_DECL_NULL(SuperSpinDriverNrvTryDemo);
139 NERVE_DECL(SuperSpinDriverNrvEmptyNonActive,
SuperSpinDriver, SuperSpinDriver::exeEmptyNonActive);
140 NERVE_DECL(SuperSpinDriverNrvEmptyAppear,
SuperSpinDriver, SuperSpinDriver::exeEmptyAppear);
141 NERVE_DECL(SuperSpinDriverNrvEmptyWait,
SuperSpinDriver, SuperSpinDriver::exeEmptyWait);
142 NERVE_DECL(SuperSpinDriverNrvNonActive,
SuperSpinDriver, SuperSpinDriver::exeNonActive);
143 NERVE_DECL(SuperSpinDriverNrvAppear,
SuperSpinDriver, SuperSpinDriver::exeAppear);
144 NERVE_DECL(SuperSpinDriverNrvWait,
SuperSpinDriver, SuperSpinDriver::exeWait);
145 NERVE_DECL(SuperSpinDriverNrvCapture,
SuperSpinDriver, SuperSpinDriver::exeCapture);
146 NERVE_DECL(SuperSpinDriverNrvShootStart,
SuperSpinDriver, SuperSpinDriver::exeShootStart);
147 NERVE_DECL_ONEND(SuperSpinDriverNrvShoot,
SuperSpinDriver, SuperSpinDriver::exeShoot, SuperSpinDriver::exeShootOnEnd);
148 NERVE_DECL(SuperSpinDriverNrvCoolDown,
SuperSpinDriver, SuperSpinDriver::exeCoolDown);
The basis of a drawable actor that can contain states (see: Nerve)
The most basic form of an object.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
virtual void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.