Merge "receptor go" and "receptor waiting".
This commit is contained in:
@@ -16,7 +16,6 @@ ReceptorArrow::ReceptorArrow()
|
||||
{
|
||||
m_bIsPressed = false;
|
||||
m_bWasPressed = false;
|
||||
StopAnimating();
|
||||
}
|
||||
|
||||
void ReceptorArrow::Load( const PlayerState* pPlayerState, int iColNo )
|
||||
@@ -26,25 +25,15 @@ void ReceptorArrow::Load( const PlayerState* pPlayerState, int iColNo )
|
||||
|
||||
CString sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNo );
|
||||
|
||||
m_pReceptorWaiting.Load( NOTESKIN->GetPath(sButton,"receptor waiting") );
|
||||
m_pReceptorGo.Load( NOTESKIN->GetPath(sButton,"receptor go") );
|
||||
FOREACH_TapNoteScore( i )
|
||||
{
|
||||
CString sJudge = TapNoteScoreToString( i );
|
||||
CString sCommand = Capitalize(sJudge)+"Command";
|
||||
m_sScoreCommand[i] = NOTESKIN->GetMetricA(m_sName,sCommand);
|
||||
}
|
||||
m_pReceptor.Load( NOTESKIN->GetPath(sButton,"receptor") );
|
||||
|
||||
m_pPressBlock.Load( NOTESKIN->GetPath(sButton,"KeypressBlock") );
|
||||
|
||||
m_pReceptorWaiting->SetEffectClock( Actor::CLOCK_BGM_BEAT );
|
||||
m_pReceptorGo->SetEffectClock( Actor::CLOCK_BGM_BEAT );
|
||||
m_pPressBlock->SetEffectClock( Actor::CLOCK_BGM_BEAT );
|
||||
|
||||
// draw pressblock before receptors
|
||||
this->AddChild( m_pPressBlock );
|
||||
this->AddChild( m_pReceptorWaiting );
|
||||
this->AddChild( m_pReceptorGo );
|
||||
this->AddChild( m_pReceptor );
|
||||
}
|
||||
|
||||
void ReceptorArrow::Update( float fDeltaTime )
|
||||
@@ -55,10 +44,6 @@ void ReceptorArrow::Update( float fDeltaTime )
|
||||
bool bReverse = m_pPlayerState->m_PlayerOptions.GetReversePercentForColumn(m_iColNo) > 0.5f;
|
||||
m_pPressBlock->SetVertAlign( bReverse ? Actor::align_bottom : Actor::align_top );
|
||||
|
||||
|
||||
m_pReceptorGo->SetHidden( GAMESTATE->m_bGameplayLeadIn );
|
||||
m_pReceptorWaiting->SetHidden( !GAMESTATE->m_bGameplayLeadIn );
|
||||
|
||||
m_pPressBlock->SetHidden( !m_bIsPressed );
|
||||
}
|
||||
|
||||
@@ -66,8 +51,7 @@ void ReceptorArrow::DrawPrimitives()
|
||||
{
|
||||
if( m_bWasPressed && !m_bIsPressed )
|
||||
{
|
||||
m_pReceptorGo->PlayCommand( LIFT_COMMAND_NAME );
|
||||
m_pReceptorWaiting->PlayCommand( LIFT_COMMAND_NAME );
|
||||
m_pReceptor->PlayCommand( LIFT_COMMAND_NAME );
|
||||
}
|
||||
|
||||
m_bWasPressed = m_bIsPressed;
|
||||
@@ -80,11 +64,10 @@ void ReceptorArrow::Step( TapNoteScore score )
|
||||
{
|
||||
m_bIsPressed = true;
|
||||
|
||||
m_pReceptorGo->RunCommands( *m_sScoreCommand[score] );
|
||||
m_pReceptorWaiting->RunCommands( *m_sScoreCommand[score] );
|
||||
CString sJudge = TapNoteScoreToString( score );
|
||||
m_pReceptor->PlayCommand( Capitalize(sJudge) );
|
||||
|
||||
m_pReceptorGo->PlayCommand( PRESS_COMMAND_NAME );
|
||||
m_pReceptorWaiting->PlayCommand( PRESS_COMMAND_NAME );
|
||||
m_pReceptor->PlayCommand( PRESS_COMMAND_NAME );
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
@@ -25,9 +25,7 @@ private:
|
||||
const PlayerState* m_pPlayerState;
|
||||
int m_iColNo;
|
||||
|
||||
AutoActor m_pReceptorWaiting;
|
||||
AutoActor m_pReceptorGo;
|
||||
apActorCommands m_sScoreCommand[NUM_TapNoteScore];
|
||||
AutoActor m_pReceptor;
|
||||
|
||||
AutoActor m_pPressBlock;
|
||||
bool m_bIsPressed;
|
||||
|
||||
Reference in New Issue
Block a user