#include "EnemyEmiliaFragment.h"

#include "jp/ggaf/dx/actor/supporter/VecDriver.h"
#include "jp/ggaf/dx/actor/supporter/SeTransmitterForActor.h"
#include "jp/ggaf/lib/util/CollisionChecker.h"
#include "jp/gecchi/VioletVreath/util/MyStgUtil.h"
#include "jp/gecchi/VioletVreath/actor/enemy/Emilia/FormationEmilia.h"
#include "jp/gecchi/VioletVreath/God.h"


using namespace GgafLib;
using namespace VioletVreath;

EnemyEmiliaFragment::EnemyEmiliaFragment(const char* prm_name) :
        EnemyEmiliaBase(prm_name, "Emilia", StatusReset(EnemyEmiliaFragment)) {
}

void EnemyEmiliaFragment::onDispatched(EnemyEmiliaBase* prm_pOrg, FormationEmilia* prm_pFormationEmilia) {
    EnemyEmiliaBase::onDispatched(prm_pOrg, prm_pFormationEmilia);
    setPositionAt(prm_pOrg);
    GgafDx::VecDriver* pVecDriver = getVecDriver();
    pVecDriver->takeoverMvFrom(prm_pOrg->getVecDriver());
    pVecDriver->setMvVelo(pVecDriver->_velo_mv/2); //半分のスピードへ
    pVecDriver->addRyMvAng(RND(D_ANG(-90), D_ANG(+90)));
    pVecDriver->addRzMvAng(RND(D_ANG(-90), D_ANG(+90)));
}

void EnemyEmiliaFragment::onCreateModel() {
}

void EnemyEmiliaFragment::initialize() {
    setHitAble(true);
    setScaleR(0.3);
    CollisionChecker* pChecker = getCollisionChecker();
    pChecker->createCollisionArea(1);
    pChecker->setColliSphere(0, PX_C(80));
    getVecDriver()->setRollPitchYawFaceAngVelo(D_ANG(2), D_ANG(4), D_ANG(8));
}

void EnemyEmiliaFragment::onActive() {
    //ステータスリセット
    UTIL::resetEnemyEmiliaFragmentStatus(getStatus());
    setHitAble(true);
}

void EnemyEmiliaFragment::onInactive() {
    sayonara();
}

void EnemyEmiliaFragment::processStaminaEnd(const GgafDx::GeometricActor* prm_pOther) {
    pFormationEmilia_->appearFragment2(this);
}

EnemyEmiliaFragment::~EnemyEmiliaFragment() {
}

