#pragma once #include "Game/LiveActor/FlashingCtrl.hpp" #include "Game/LiveActor/LiveActor.hpp" #include "Game/LiveActor/LiveActorGroup.hpp" class NoteFairy; /// @brief Class that represents a single note in a NoteFairy actor. class Note : public LiveActor { public: Note(const char*, const TVec3f&, NoteFairy*); virtual void init(const JMapInfoIter&); virtual void control(); virtual void calcAndSetBaseMtx(); /// @brief Checks if the sensor is either a player or a rideable entity and if it is, it will "collect" the note. virtual void attackSensor(HitSensor*, HitSensor*); void startCountDown(); /// @brief Begins the countdown sequence that plays the "waiting" animation, and is switched to the countdown nerve when mIsCountdown is set to /// true by the Note::mParentFairy. void exeWait(); /// @brief Begins the flashing sequence and if the current step reaches Note::mCounter's value, it calls Note::kill(). void exeCountDown(); /// @brief Scales the note's velocity by -30.0 and then invalidates all hit sensors, and after 10 steps, calls Note::kill(). void exeFlyUp(); /* 0x8C */ NoteFairy* mParentFairy; ///< The parent NoteFairy that this note was spawned from. TVec3f _90; TVec3f mRailDirection; // 0x9C /* 0xA8 */ int mCounter; ///< The amount of steps it takes for the note to disappear. f32 _AC; bool mIsCountdown; // 0xB0 /* 0xB4 */ FlashingCtrl* mFlashCtrl; // A pointer to the FlashingCtrl instance that handles the "fading away" effects. u32 _B8; }; class NoteGroup : public LiveActorGroup { public: NoteGroup(); virtual void init(const JMapInfoIter&); virtual void movement(); f32 mRotation; // 0x18 };