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 -6
View File
@@ -17,24 +17,23 @@ ReceptorArrow::ReceptorArrow()
StopAnimating();
}
bool ReceptorArrow::Load( CString NoteSkin, const PlayerState* pPlayerState, int iColNo )
bool ReceptorArrow::Load( const PlayerState* pPlayerState, int iColNo )
{
m_pPlayerState = pPlayerState;
m_iColNo = iColNo;
CString sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNo );
CString sPath;
m_pReceptorWaiting.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"receptor waiting") );
m_pReceptorGo.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"receptor go") );
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] = apActorCommands( new ActorCommands(NOTESKIN->GetMetric(NoteSkin,m_sName,sCommand)) );
m_sScoreCommand[i] = NOTESKIN->GetMetricA(m_sName,sCommand);
}
m_pPressBlock.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"KeypressBlock") );
m_pPressBlock.Load( NOTESKIN->GetPath(sButton,"KeypressBlock") );
m_pReceptorWaiting->SetEffectClock( Actor::CLOCK_BGM_BEAT );
m_pReceptorGo->SetEffectClock( Actor::CLOCK_BGM_BEAT );