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EventBase.h
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1#pragma once
2
3#include <container/seadListImpl.h>
4#include <heap/seadDisposer.h>
5#include <prim/seadRuntimeTypeInfo.h>
6
7class ActorBase;
8class EventMgr;
9
10class EventBase : public sead::IDisposer // vtbl Address: 0x100B4480
11{
12public:
18
19public:
20 // Address: 0x024A4AC8
22 // Address: 0x024A4B28
23 virtual ~EventBase();
24
25 // getRuntimeTypeInfoStatic()::typeInfo initialization guard variable Address: 0x101E9E8C
26 // getRuntimeTypeInfoStatic()::typeInfo Address: 0x101EA7C8
28
29public:
30 virtual void enter()
31 {
32 }
33
34 virtual Result execute()
35 {
36 return cResult_Keep;
37 }
38
39 virtual void exit()
40 {
41 }
42
43 virtual void cancel()
44 {
45 }
46
47 virtual void terminate()
48 {
49 }
50
51 virtual bool isJoin(const ActorBase* actor) const
52 {
53 return false;
54 }
55
56 bool isRequested() const
57 {
58 return mListNode.isLinked();
59 }
60
61protected:
63
64 friend class EventMgr;
65};
66static_assert(sizeof(EventBase) == 0x18);
Base interface class for all actors in the game. Lifecycle is handled by ActorMgr.
Definition ActorBase.h:18
Definition EventBase.h:11
Result
Definition EventBase.h:14
@ cResult_Exit
Definition EventBase.h:16
@ cResult_Keep
Definition EventBase.h:15
virtual ~EventBase()
Definition EventMgr.h:10