|
| enum | MainState { cState_None = 0
, cState_Failed
, cState_Success
, cState_Wait
} |
| | Represents the execution state of a main operation, and whether it was skipped. More...
|
| enum | Result { cResult_Wait = 0
, cResult_Success
, cResult_Failed
} |
| | Defines signals to pass to ActorMgr when performing create and delete operations on the actor. More...
|
| enum | Flag { cFlag_NoEventFreeze = 1 << 1
, cFlag_NoNormalEventFreeze = 1 << 2
} |
| | Properties which control execution policy during events. More...
|
| typedef sead::OffsetList< ActorBase > | List |
| | ActorBase (const ActorCreateParam ¶m) |
| | Constructs an actor from configuration data.
|
| virtual | ~ActorBase () |
| | Destroys the actor and orphans all of its children.
|
| virtual bool | preCreate () |
| | Callback invoked before the create operation.
|
| virtual Result | create () |
| | Main initialization/setup callback for the actor.
|
| virtual void | postCreate (MainState state) |
| | Callback invoked unconditionally after the create phase completes. It executes even if preCreate() bypassed the main create() operation.
|
| virtual bool | preExecute () |
| | Callback invoked before the execute operation.
|
| virtual bool | execute () |
| | Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
|
| virtual void | postExecute (MainState state) |
| | Callback invoked unconditionally after the execute phase completes. It executes even if preExecute() bypassed the main execute() operation.
|
| virtual void | finalUpdate () |
| | Callback which is called after all other actors have finished executing for this frame.
|
| virtual bool | preDraw () |
| | Callback invoked before the draw operation.
|
| virtual bool | draw () |
| | Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
|
| virtual void | postDraw (MainState state) |
| | Callback invoked unconditionally after the draw phase completes. It executes even if preDraw() bypassed the main draw() operation.
|
| virtual bool | preDelete () |
| | Callback invoked before the delete operation.
|
| virtual Result | doDelete () |
| | Main deletion callback for the actor.
|
| virtual void | postDelete (MainState state) |
| | Unconditionally called callback for after the delete operation.
|
| void | setActive_ (bool active) |
| sead::Heap * | mActorHeap |
| | Personal heap for this actor of type sead::FrameHeap. Capacity of 0x20200, but profiles in the player whitelist get 0x1A0200.
|
| ActorUniqueID | mActorUniqueID |
| | The unique identifier handle for this actor.
|
| Profile * | mActorProfile |
| | The specific profile which this actor was instantiated from.
|
| bool | mCreatedImmediately |
| | Whether the actor was created with ActorMgr::createImmediately(), rather than deferred with ActorMgr::createLater().
|
| bool | mIsMapActor |
| | Whether the actor was spawned from the level with ActorCreateMgr, rather than dynamically spawned by another actor.
|
| bool | mIsActive |
| | Whether the create operation has completed and the actor is executing.
|
| bool | mDeleteRequestFlag |
| | Whether to delete this actor on the next frame.
|
| u32 | mParam0 |
| | Level designer configuration. Also known as "nybbles" or "spritedata".
|
| u32 | mParam1 |
| | Level designer configuration. Also known as "nybbles" or "spritedata".
|
| ActorParamEx1 | mParamEx |
| | Extra level designer configuration. Also known as "nybbles" or "spritedata".
|
| List | mChildList |
| | sead::OffsetList used for holding child actors spawned by this actor. Managed automatically if param.parent_id is set when spawning.
|
| sead::ListNode | mChildNode |
| | Implementation detail. Used to track our position in the parent's mChildList.
|
| ActorBase * | mParent |
| | The parent actor if this actor is a child. Automatically set to nullptr if orphaned.
|
| sead::ListNode | mExecuteNode |
| | Implementation detail. Used to track our position in ActorMgr lists.
|
| sead::ListNode | mDrawNode |
| | Implementation detail. Used to track our position in ActorMgr mDrawManage list.
|
| sead::BitFlag32 | mFlag |
| | Properties which control execution policy during events. See ActorBase::Flag enum.
|