mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-04-26 18:44:33 +00:00
46 lines
1.3 KiB
C++
46 lines
1.3 KiB
C++
#include "Library/MapObj/SwitchDitherMapParts.h"
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#include "Library/LiveActor/ActorInitUtil.h"
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#include "Library/LiveActor/ActorModelFunction.h"
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#include "Library/Nerve/NerveSetupUtil.h"
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#include "Library/Stage/StageSwitchUtil.h"
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#include "Library/Thread/FunctorV0M.h"
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namespace {
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using namespace al;
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NERVE_ACTION_IMPL(SwitchDitherMapParts, Wait)
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NERVE_ACTIONS_MAKE_STRUCT(SwitchDitherMapParts, Wait)
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} // namespace
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namespace al {
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SwitchDitherMapParts::SwitchDitherMapParts(const char* name) : LiveActor(name) {}
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void SwitchDitherMapParts::init(const ActorInitInfo& info) {
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using SwitchDitherMapPartsFunctor =
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FunctorV0M<SwitchDitherMapParts*, void (SwitchDitherMapParts::*)()>;
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initNerveAction(this, "Wait", &NrvSwitchDitherMapParts.collector, 0);
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initMapPartsActor(this, info, nullptr);
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bool isListenStartOnOff = listenStageSwitchOnOff(
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this, "SwitchStart", SwitchDitherMapPartsFunctor(this, &SwitchDitherMapParts::ditherOn),
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SwitchDitherMapPartsFunctor(this, &SwitchDitherMapParts::ditherOff));
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if (isListenStartOnOff)
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invalidateDitherAnim(this);
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makeActorAlive();
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}
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void SwitchDitherMapParts::ditherOn() {
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validateDitherAnim(this);
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}
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void SwitchDitherMapParts::ditherOff() {
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invalidateDitherAnim(this);
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}
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void SwitchDitherMapParts::exeWait() {}
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} // namespace al
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