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Class EffectGameObject

Source/EffectGameObject.h:33–70  ·  view source on GitHub ↗

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31}
32
33class EffectGameObject : public GameObject
34{
35private:
36 BaseGameLayer* _bgl;
37
38public:
39 float _duration;
40 ax::Color3B _color;
41 GDHSV _hsv;
42 float _opacity = 1.0f;
43 int _targetColorId = 1, _targetGroupId = -1;
44 bool _wasTriggerActivated;
45 int _copiedColorId = -1;
46
47 float _fadeIn, _hold, _fadeOut;
48 int _pulseMode, _pulseType;
49 bool _mainOnly, _detailOnly;
50 bool _blending;
51 bool _activateGroup = false;
52 bool _spawnTriggered = false;
53 bool _multiTriggered = false;
54 float _spawnDelay = 0.f;
55
56 ax::Vec2 _offset;
57
58 int _easing;
59 float _easeRate;
60
61 bool _lockToPlayerX, _lockToPlayerY;
62
63private:
64 virtual void updateTweenAction(float value, std::string_view key) override;
65
66public:
67 void triggerActivated(float);
68 static EffectGameObject* create(std::string_view frame);
69 static ax::Action* actionEasing(ax::ActionInterval* ac, int ease, float rate);
70};

Callers

nothing calls this directly

Calls

no outgoing calls

Tested by

no test coverage detected