#include "Library/LiveActor/ActorFlagFunction.h" #include "Library/Collision/Collider.h" #include "Library/LiveActor/LiveActor.h" #include "Library/LiveActor/LiveActorFlag.h" #include "Library/Shadow/ShadowKeeper.h" #include "Library/Shadow/ShadowMaskCtrl.h" namespace al { bool isAlive(const LiveActor* actor) { return !actor->getFlags()->isDead; } bool isDead(const LiveActor* actor) { return actor->getFlags()->isDead; } bool isNoCollide(const LiveActor* actor) { return actor->getFlags()->isCollideOff; } void onCalcAnim(LiveActor* actor) { actor->getFlags()->isDisableCalcAnim = false; } void offCalcAnim(LiveActor* actor) { actor->getFlags()->isDisableCalcAnim = true; } void validateShadow(LiveActor* actor) { ShadowMaskCtrl* shadowMaskCtrl = actor->getShadowKeeper()->getShadowMaskCtrl(); if (shadowMaskCtrl) shadowMaskCtrl->validate(); } void invalidateShadow(LiveActor* actor) { ShadowMaskCtrl* shadowMaskCtrl = actor->getShadowKeeper()->getShadowMaskCtrl(); if (shadowMaskCtrl) shadowMaskCtrl->invalidate(); } void onCollide(LiveActor* actor) { actor->getFlags()->isCollideOff = false; Collider* collider = actor->getCollider(); if (collider) collider->onInvalidate(); } void offCollide(LiveActor* actor) { actor->getFlags()->isCollideOff = true; } void validateMaterialCode(LiveActor* actor) { actor->getFlags()->isMaterialCodeValid = true; } void invalidateMaterialCode(LiveActor* actor) { actor->getFlags()->isMaterialCodeValid = false; } void validatePuddleMaterial(LiveActor* actor) { actor->getFlags()->isPuddleMaterialValid = true; } void invalidatePuddleMaterial(LiveActor* actor) { actor->getFlags()->isPuddleMaterialValid = false; } bool isAreaTarget(const LiveActor* actor) { return actor->getFlags()->isAreaTargetOn; } void onAreaTarget(LiveActor* actor) { actor->getFlags()->isAreaTargetOn = true; } void offAreaTarget(LiveActor* actor) { actor->getFlags()->isAreaTargetOn = false; } bool isUpdateMovementEffectAudioCollisionSensor(const LiveActor* actor) { return actor->getFlags()->isUpdateMovementEffectAudioCollisionSensor; } void onUpdateMovementEffectAudioCollisionSensor(LiveActor* actor) { actor->getFlags()->isUpdateMovementEffectAudioCollisionSensor = true; } void offUpdateMovementEffectAudioCollisionSensor(LiveActor* actor) { actor->getFlags()->isUpdateMovementEffectAudioCollisionSensor = false; } } // namespace al