void ScoreDisplayCalories::Update(float fDelta)
{
	if (IsFirstUpdate())
		UpdateNumber();

	RollingNumbers::Update(fDelta);
}
void ScoreDisplayCalories::Update( float fDelta )
{
	// We have to set the initial text after StatsManager::CalcAccumPlayedStageStats 
	// is called.
	if( IsFirstUpdate() )
		UpdateNumber();
	
	RollingNumbers::Update( fDelta );
}
void ActiveAttackList::Update( float fDelta ) 
{
	bool bTimeToRefresh = 
		IsFirstUpdate() || // check this before running Actor::Update()
		m_pPlayerState->m_bAttackBeganThisUpdate ||
		m_pPlayerState->m_bAttackEndedThisUpdate;

	BitmapText::Update( fDelta ); 

	if( bTimeToRefresh )
		Refresh();
}
void ActiveAttackList::Update( float fDelta ) 
{
	bool bTimeToRefresh = 
		IsFirstUpdate() || // check this before running Actor::Update()
		GAMESTATE->m_bAttackBeganThisUpdate[m_PlayerNumber] ||
		GAMESTATE->m_bAttackEndedThisUpdate[m_PlayerNumber];

	BitmapText::Update( fDelta ); 

	if( bTimeToRefresh )
		Refresh();
}
Beispiel #5
0
void ScreenReloadSongs::Update( float fDeltaTime )
{
	Screen::Update( fDeltaTime );

	/* Start the reload on the second update. On the first (0), SCREENMAN->Draw won't draw. */
	++m_iUpdates;
	if( m_iUpdates != 2 )
		return;

	ASSERT( !IsFirstUpdate() );

	SONGMAN->Reload( false, m_pLoadingWindow );

	SCREENMAN->PostMessageToTopScreen( SM_GoToNextScreen, 0 );
}