store a current NoteSkin in NoteSkinManager so that NoteSkin elements can use NOTESKIN:GetPath()

This commit is contained in:
Chris Danford
2005-04-18 01:19:56 +00:00
parent 299e0a8f1a
commit abac6af93b
17 changed files with 281 additions and 204 deletions
+5 -5
View File
@@ -18,7 +18,7 @@ GhostArrowRow::GhostArrowRow()
m_iNumCols = 0;
}
void GhostArrowRow::Load( const PlayerState* pPlayerState, CString NoteSkin, float fYReverseOffset )
void GhostArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset )
{
Unload();
@@ -32,7 +32,7 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, CString NoteSkin, flo
// init arrows
for( int c=0; c<m_iNumCols; c++ )
{
CString Button = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
const CString &sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
m_GhostDim.push_back( new GhostArrow );
m_GhostBright.push_back( new GhostArrow );
@@ -42,9 +42,9 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, CString NoteSkin, flo
m_GhostBright[c]->SetName( "GhostArrowBright" );
m_HoldGhost[c]->SetName( "HoldGhostArrow" );
m_GhostDim[c]->Load( NoteSkin, Button, "tap explosion dim" );
m_GhostBright[c]->Load( NoteSkin, Button, "tap explosion bright" );
m_HoldGhost[c]->Load( NoteSkin, Button, "hold explosion" );
m_GhostDim[c]->Load( sButton, "tap explosion dim" );
m_GhostBright[c]->Load( sButton, "tap explosion bright" );
m_HoldGhost[c]->Load( sButton, "hold explosion" );
}
}