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(); }
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 ); }