void Enemy::Update(const Time& elapsedTime){ // COLISIONES ResetCan(); ResetLimits(); DoRectangleColisions(elapsedTime); physicsState->Update(elapsedTime, affectGravity); // Si puede saltar, no se le aplica gravedad (por eso se pone negado) //UpdateRectangle(elapsedTime); }
void UnitRealRealCtrl::Set(CWnd* pParent, int nIDEdit, UnitReal& inUnitReal, const SC_RealFormat* overrideFormat, const double& inMinMetricVal, const double& inMaxMetricVal) { m_pUnitReal = &inUnitReal; m_boverRideFormat = (overrideFormat != NULL); if (m_boverRideFormat) m_overRideFormat = *overrideFormat; m_fminMetricVal = inMinMetricVal; m_fmaxMetricVal = inMaxMetricVal; ResetLimits(); m_userVal = m_pUnitReal->GetUserVal(); CRealCtrl::Set(pParent, nIDEdit, m_userVal); }
void UnitRealRealCtrl::DoUnitConvChange() { ResetLimits(); m_userVal = m_pUnitReal->GetUserVal(); CRealCtrl::UpdateText(); }