metaforce/Runtime/Weapon/CGunController.hpp

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#pragma once
#include "Runtime/Character/CModelData.hpp"
#include "Runtime/Weapon/CGSComboFire.hpp"
#include "Runtime/Weapon/CGSFidget.hpp"
#include "Runtime/Weapon/CGSFreeLook.hpp"
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namespace metaforce {
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enum class EGunState { Inactive, Default, FreeLook, ComboFire, Idle, Fidget, Strike, BigStrike };
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class CGunController {
CModelData& x0_modelData;
CGSFreeLook x4_freeLook;
CGSComboFire x1c_comboFire;
CGSFidget x30_fidget;
EGunState x50_gunState = EGunState::Inactive;
s32 x54_curAnimId = -1;
bool x58_24_animDone : 1 = true;
bool x58_25_enteredComboFire : 1 = false;
public:
explicit CGunController(CModelData& modelData) : x0_modelData(modelData) {}
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void UnLoadFidget() { x30_fidget.UnLoadAnim(); }
void LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 gunId, s32 animSet);
void EnterFidget(CStateManager& mgr, s32 type, s32 gunId, s32 animSet);
bool IsFidgetLoaded() const { return x30_fidget.IsAnimLoaded(); }
s32 GetFreeLookSetId() const { return x4_freeLook.GetSetId(); }
bool IsComboOver() const { return x1c_comboFire.IsComboOver(); }
void EnterFreeLook(CStateManager& mgr, s32 gunId, s32 setId);
void EnterComboFire(CStateManager& mgr, s32 gunId);
void EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool b2);
void EnterIdle(CStateManager& mgr);
bool Update(float dt, CStateManager& mgr);
void ReturnToDefault(CStateManager& mgr, float dt, bool setState);
void ReturnToBasePosition(CStateManager&, float);
void Reset();
s32 GetCurAnimId() const { return x54_curAnimId; }
};
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} // namespace metaforce