support for Actor hierarchies, and re-write of RageMusic.
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@@ -25,17 +25,17 @@ Transition::Transition() :
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{
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m_bPlayCloseWipingRightSound = TRUE;
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m_bPlayCloseWipingLeftSound = TRUE;
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m_hCloseWipingRightSound = SOUND->LoadSound( SOUND_NEXT );
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m_hCloseWipingLeftSound = SOUND->LoadSound( SOUND_BACK );
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m_hCloseWipingRightSound = SOUND->LoadSample( SOUND_NEXT );
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m_hCloseWipingLeftSound = SOUND->LoadSample( SOUND_BACK );
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}
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Transition::~Transition()
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{
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SOUND->UnloadSound( m_hCloseWipingRightSound );
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SOUND->UnloadSound( m_hCloseWipingLeftSound );
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SOUND->UnloadSample( m_hCloseWipingRightSound );
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SOUND->UnloadSample( m_hCloseWipingLeftSound );
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}
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void Transition::Update( const FLOAT &fDeltaTime )
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void Transition::Update( float fDeltaTime )
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{
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switch( m_TransitionState )
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{
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@@ -96,7 +96,7 @@ void Transition::CloseWipingRight( WindowMessage send_when_done )
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m_TransitionState = closing_right;
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m_fPercentThroughTransition = 0.0;
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if( m_bPlayCloseWipingRightSound )
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SOUND->Play( m_hCloseWipingRightSound );
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SOUND->PlaySample( m_hCloseWipingRightSound );
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}
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void Transition::CloseWipingLeft( WindowMessage send_when_done )
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@@ -105,7 +105,7 @@ void Transition::CloseWipingLeft( WindowMessage send_when_done )
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m_TransitionState = closing_left;
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m_fPercentThroughTransition = 0.0;
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if( m_bPlayCloseWipingLeftSound )
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SOUND->Play( m_hCloseWipingLeftSound );
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SOUND->PlaySample( m_hCloseWipingLeftSound );
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}
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@@ -113,13 +113,13 @@ void Transition::SetCloseWipingRightSound( CString sSoundPath )
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{
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if( sSoundPath == "" )
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{
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SOUND->UnloadSound( m_hCloseWipingRightSound );
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SOUND->UnloadSample( m_hCloseWipingRightSound );
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m_bPlayCloseWipingRightSound = FALSE;
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}
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else
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{
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SOUND->UnloadSound( m_hCloseWipingRightSound );
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m_hCloseWipingRightSound = SOUND->LoadSound( SOUND_NEXT );
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SOUND->UnloadSample( m_hCloseWipingRightSound );
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m_hCloseWipingRightSound = SOUND->LoadSample( SOUND_NEXT );
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m_bPlayCloseWipingRightSound = TRUE;
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}
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}
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@@ -128,13 +128,13 @@ void Transition::SetCloseWipingLeftSound( CString sSoundPath )
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{
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if( sSoundPath == "" )
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{
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SOUND->UnloadSound( m_hCloseWipingRightSound );
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SOUND->UnloadSample( m_hCloseWipingRightSound );
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m_bPlayCloseWipingLeftSound = FALSE;
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}
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else
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{
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SOUND->UnloadSound( m_hCloseWipingLeftSound );
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m_hCloseWipingLeftSound = SOUND->LoadSound( SOUND_NEXT );
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SOUND->UnloadSample( m_hCloseWipingLeftSound );
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m_hCloseWipingLeftSound = SOUND->LoadSample( SOUND_NEXT );
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m_bPlayCloseWipingLeftSound = TRUE;
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}
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};
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