This commit is contained in:
Glenn Maynard
2005-04-29 02:06:51 +00:00
parent 8c5ae31b09
commit 2b3e626920
2 changed files with 9 additions and 11 deletions
+7 -11
View File
@@ -45,6 +45,8 @@ LightsManager::LightsManager(CString sDriver)
{
ZERO( m_fSecsLeftInCabinetLightBlink );
ZERO( m_fSecsLeftInGameButtonBlink );
ZERO( m_fActorLights );
ZERO( m_fSecsLeftInActorLightBlink );
m_LightsMode = LIGHTSMODE_JOINING;
m_pDriver = MakeLightsDriver(sDriver);
@@ -63,15 +65,9 @@ LightsManager::~LightsManager()
static const float g_fLightEffectRiseSeconds = 0.075f;
static const float g_fLightEffectFalloffSeconds = 0.35f;
// duration to "power" an actor light
static float g_fCabinetLightDuration[NUM_CABINET_LIGHTS];
// current "power" of each actor light
static float g_fCabinetLights[NUM_CABINET_LIGHTS];
void LightsManager::BlinkActorLight( CabinetLight cl )
{
g_fCabinetLightDuration[cl] = g_fLightEffectRiseSeconds;
m_fCabinetLightDuration[cl] = g_fLightEffectRiseSeconds;
}
float LightsManager::GetActorLightLatencySeconds() const
@@ -87,23 +83,23 @@ void LightsManager::Update( float fDeltaTime )
FOREACH_CabinetLight( cl )
{
float fTime = fDeltaTime;
float &fDuration = g_fCabinetLightDuration[cl];
float &fDuration = m_fCabinetLightDuration[cl];
if( fDuration > 0 )
{
/* The light has power left. Brighten it. */
float fSeconds = min( fDuration, fTime );
fDuration -= fSeconds;
fTime -= fSeconds;
fapproach( g_fCabinetLights[cl], 1, fSeconds / g_fLightEffectRiseSeconds );
fapproach( m_fCabinetLights[cl], 1, fSeconds / g_fLightEffectRiseSeconds );
}
if( fTime > 0 )
{
/* The light is out of power. Dim it. */
fapproach( g_fCabinetLights[cl], 0, fTime / g_fLightEffectFalloffSeconds );
fapproach( m_fCabinetLights[cl], 0, fTime / g_fLightEffectFalloffSeconds );
}
Actor::SetBGMLight( cl, g_fCabinetLights[cl] );
Actor::SetBGMLight( cl, m_fCabinetLights[cl] );
}
if( !IsEnabled() )
+2
View File
@@ -80,6 +80,8 @@ private:
float m_fSecsLeftInCabinetLightBlink[NUM_CABINET_LIGHTS];
float m_fSecsLeftInGameButtonBlink[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
float m_fActorLights[NUM_CABINET_LIGHTS]; // current "power" of each actor light
float m_fSecsLeftInActorLightBlink[NUM_CABINET_LIGHTS]; // duration to "power" an actor light
LightsDriver* m_pDriver;
LightsMode m_LightsMode;