text: #pragma once
  
  #include "game/Layouts/CoinCounter.h"
  #include "al/layout/LayoutActor.h"
  #include "al/layout/LayoutInitInfo.h"
  #include "al/nerve/NerveStateBase.h"
  
  namespace al {
      class SubCameraRenderer;
      class PlayerHolder;
  }
  
  class StageSceneLayout : public al::NerveStateBase {
      public:
  
          StageSceneLayout(char const *, al::LayoutInitInfo const&, al::PlayerHolder const*, al::SubCameraRenderer const*);
          
          void control(void);
          void updatePlayGuideMenuText(void);
          void setDirtyFlagForPlayGuideMenu(void);
          void tryAppearCoinCollectCounter(void);
          void endWithoutCoin(bool);
          void end(void);
          void appearCoinCounterForDemo(void);
          void endShineChipCompleteAnim(void);
          void killShineCount(void);
          void appearShineCountWait(void);
          void endCloset(void);
          void missEnd(void);
          void appearPlayGuideCamera(void);
  
          void updateCounterParts(void);
          void updateLifeCounter(void);
          void updateKidsModeLayout(void);
  
          void start(void);
          void startActionAll(char const*);
          void startOnlyCoin(bool);
          void tryStartLifeDemo(void);
          void startCoinCountAnim(int);
          void startCoinCollectCountAnim(int);
          void startShineChipCompleteAnim(void);
          void tryStartDemoGetLifeMaxUpItem(bool);
          void startCloset(void);
          void startShineCountAnim(bool);
  
          void exeAppear(void);
          void exeWait(void);
          void exeEnd(void);
          void exeEndWithoutCoin(void);
          void exeCoinCountAnim(void);
          void exeShineChipComplete(void);
          void exeShineCountAppear(void);
  
          bool isEnd(void) const;
          bool isWait(void) const;
          bool isActive(void) const;
          bool isEndLifeDemo(void) const;
          bool isEndCoinCountAnim(void) const;
          bool isEndShineChipCompleteAnim(void) const;
          bool isEndDemoGetLifeMaxUpItem(void) const;
          bool isEndShineCountAnim(void) const;
          bool isActionEndAll(void) const;
  
          CoinCounter *coinCounter; // 0x18
          struct CounterLifeCtrl * counterLifeCtrl; // 0x20
          struct ShineCounter * shineCounter; // 0x28
          CoinCounter * coinCollectCounter; // 0x30
          struct ShineChipLayoutParts * shineChipParts; // 0x38
          struct PlayGuideCamera * playGuideCam; // 0x40
          struct PlayGuideBgm * playGuideBgm; // 0x48
          struct MapMini * mapMini; // 0x50
          al::PlayerHolder *playerHolder; // 0x58
          void * unkPtr; // 0x60
          struct SimpleLayoutAppearWaitEnd * simpleLayoutAppearWaitEnd; // 0x68
          void * voidPtr; // 0x70
          struct LayoutActor * lytActor; // 0x78
  };