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Player: Implement PlayerJudgeForceRolling (#84)
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#include "Player/PlayerJudgeForceRolling.h" | ||
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#include "Util/PlayerCollisionUtil.h" | ||
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PlayerJudgeForceRolling::PlayerJudgeForceRolling(const al::LiveActor* player, | ||
const IUsePlayerCollision* collider) | ||
: mPlayer(player), mCollider(collider) {} | ||
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bool PlayerJudgeForceRolling::judge() const { | ||
return rs::isOnGroundForceRollingCode(mPlayer, mCollider); | ||
} | ||
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void PlayerJudgeForceRolling::reset() {} | ||
void PlayerJudgeForceRolling::update() {} |
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#pragma once | ||
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#include "Player/IJudge.h" | ||
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namespace al { | ||
class LiveActor; | ||
} | ||
class IUsePlayerCollision; | ||
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class PlayerJudgeForceRolling : public IJudge { | ||
public: | ||
PlayerJudgeForceRolling(const al::LiveActor* player, const IUsePlayerCollision* collider); | ||
void reset() override; | ||
void update() override; | ||
bool judge() const override; | ||
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private: | ||
const al::LiveActor* mPlayer; | ||
const IUsePlayerCollision* mCollider; | ||
}; |
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