#include "Library/MapObj/SwitchDitherMapParts.h" #include "Library/LiveActor/ActorInitUtil.h" #include "Library/LiveActor/ActorModelFunction.h" #include "Library/Nerve/NerveSetupUtil.h" #include "Library/Stage/StageSwitchUtil.h" #include "Library/Thread/FunctorV0M.h" namespace { using namespace al; NERVE_ACTION_IMPL(SwitchDitherMapParts, Wait) NERVE_ACTIONS_MAKE_STRUCT(SwitchDitherMapParts, Wait) } // namespace namespace al { SwitchDitherMapParts::SwitchDitherMapParts(const char* name) : LiveActor(name) {} void SwitchDitherMapParts::init(const ActorInitInfo& info) { using SwitchDitherMapPartsFunctor = FunctorV0M; initNerveAction(this, "Wait", &NrvSwitchDitherMapParts.collector, 0); initMapPartsActor(this, info, nullptr); bool isListenStartOnOff = listenStageSwitchOnOff( this, "SwitchStart", SwitchDitherMapPartsFunctor(this, &SwitchDitherMapParts::ditherOn), SwitchDitherMapPartsFunctor(this, &SwitchDitherMapParts::ditherOff)); if (isListenStartOnOff) invalidateDitherAnim(this); makeActorAlive(); } void SwitchDitherMapParts::ditherOn() { validateDitherAnim(this); } void SwitchDitherMapParts::ditherOff() { invalidateDitherAnim(this); } void SwitchDitherMapParts::exeWait() {} } // namespace al