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fightui.h
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fightui.h
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#pragma once
#include <prism/actorhandler.h>
#include <prism/geometry.h>
#include <prism/mugenspritefilereader.h>
#include <prism/mugenanimationreader.h>
#include "playerdefinition.h"
void setCustomFightMotif(const std::string& tPath);
int hasCustomFightMotif();
const std::string& getCustomFightMotif();
void playDreamHitSpark(const Position2D& tPosition, DreamPlayer* tPlayer, int tIsInPlayerFile, int tNumber, int tIsFacingRight, int tPositionCoordinateP);
void addDreamDustCloud(const Position& tPositionCameraSpace, int tIsFacingRight);
void setDreamLifeBarPercentage(DreamPlayer* tPlayer, double tPercentage);
void setDreamPowerBarPercentage(DreamPlayer* tPlayer, double tPercentage, int tValue);
void enableDreamTimer();
void disableDreamTimer();
void resetDreamTimer();
void setTimerFinished();
MugenAnimation* getDreamFightEffectAnimation(int tNumber);
MugenSpriteFile* getDreamFightEffectSprites();
MugenSounds* getDreamCommonSounds();
int getDreamUICoordinateP();
double getDreamUIFightFXScale();
void playDreamRoundAnimation(int tRound, void(*tFunc)());
void playDreamFightAnimation(void(*tFunc)());
void playDreamKOAnimation(void(*tFunc)());
void playDreamDKOAnimation(void(*tFunc)());
void playDreamTOAnimation(void(*tFunc)());
void playDreamWinAnimation(char* tName, void(*tFunc)());
void playDreamDrawAnimation(void(*tFunc)());
void playDreamContinueAnimation(void(*tAnimationFinishedFunc)(), void(*tContinuePressedFunc)());
void setDreamTimeDisplayFinishedCB(void(*tTimeDisplayFinishedFunc)());
void setDreamBarInvisibleForOneFrame();
void setDreamBarPaletteEffects(int tDuration, const Vector3D& tAddition, const Vector3D& tMultiplier, const Vector3D& tSineAmplitude, int tSinePeriod, int tInvertAll, double tColorFactor);
void setTimerFreezeFlag();
void setTimerInfinite();
void setTimerFinite();
int isTimerFinished();
void setEnvironmentColor(const Vector3DI& tColors, int tTime, int tIsUnderCharacters);
void setEnvironmentShake(int tDuration, double tFrequency, int tAmplitude, double tPhaseOffset, int tCoordinateP);
void addNormalWinIcon(int tPlayer, int tIsPerfect);
void addSpecialWinIcon(int tPlayer, int tIsPerfect);
void addHyperWinIcon(int tPlayer, int tIsPerfect);
void addThrowWinIcon(int tPlayer, int tIsPerfect);
void addCheeseWinIcon(int tPlayer, int tIsPerfect);
void addTimeoverWinIcon(int tPlayer, int tIsPerfect);
void addSuicideWinIcon(int tPlayer, int tIsPerfect);
void addTeammateWinIcon(int tPlayer, int tIsPerfect);
void removeAllWinIcons();
void stopFightAndRoundAnimation();
void stopKOAndWinAnimation();
void setUIFaces();
void setComboUIDisplay(int i, int tAmount);
int getSlowTime();
int getStartWaitTime();
int getOverWaitTime();
int getOverHitTime();
int getOverWinTime();
int getOverTime();
ActorBlueprint getDreamFightUIBP();