use ActorFrame::AddChild
This commit is contained in:
@@ -2,10 +2,8 @@
|
|||||||
#include "ReceptorArrowRow.h"
|
#include "ReceptorArrowRow.h"
|
||||||
#include "RageUtil.h"
|
#include "RageUtil.h"
|
||||||
#include "GameConstantsAndTypes.h"
|
#include "GameConstantsAndTypes.h"
|
||||||
#include "PrefsManager.h"
|
|
||||||
#include "ArrowEffects.h"
|
#include "ArrowEffects.h"
|
||||||
#include "GameState.h"
|
#include "GameState.h"
|
||||||
#include "PrefsManager.h"
|
|
||||||
#include "NoteFieldPositioning.h"
|
#include "NoteFieldPositioning.h"
|
||||||
#include "PlayerState.h"
|
#include "PlayerState.h"
|
||||||
#include "Style.h"
|
#include "Style.h"
|
||||||
@@ -32,15 +30,16 @@ void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOff
|
|||||||
{
|
{
|
||||||
m_ReceptorArrow[c].SetName( "ReceptorArrow" );
|
m_ReceptorArrow[c].SetName( "ReceptorArrow" );
|
||||||
m_ReceptorArrow[c].Load( m_pPlayerState, c );
|
m_ReceptorArrow[c].Load( m_pPlayerState, c );
|
||||||
|
this->AddChild( &m_ReceptorArrow[c] );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ReceptorArrowRow::Update( float fDeltaTime )
|
void ReceptorArrowRow::Update( float fDeltaTime )
|
||||||
{
|
{
|
||||||
|
ActorFrame::Update( fDeltaTime );
|
||||||
|
|
||||||
for( int c=0; c<m_iNumCols; c++ )
|
for( int c=0; c<m_iNumCols; c++ )
|
||||||
{
|
{
|
||||||
m_ReceptorArrow[c].Update( fDeltaTime );
|
|
||||||
|
|
||||||
// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
|
// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
|
||||||
float fBaseAlpha = (1 - m_pPlayerState->m_CurrentPlayerOptions.m_fDark) * (1 - m_fFadeToFailPercent);
|
float fBaseAlpha = (1 - m_pPlayerState->m_CurrentPlayerOptions.m_fDark) * (1 - m_fFadeToFailPercent);
|
||||||
CLAMP( fBaseAlpha, 0.0f, 1.0f );
|
CLAMP( fBaseAlpha, 0.0f, 1.0f );
|
||||||
|
|||||||
Reference in New Issue
Block a user