Fix display bug with Effects that used the original constructor. Refactor on 23 Jul was a big oversight leading to effects not displaying at all (scale set to 0). Release Build 10308.
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@ -44,18 +44,18 @@ INCLUDE_ANIMATION_DATA
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INCLUDE_game
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Effect::Effect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,float size,float fadeout,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
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:Effect::Effect(pos,lifetime,imgFile,upperLevel,0.f,fadeout,vf2d{size,size},spd,col,rotation,rotationSpd,additiveBlending){
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this->animation.AddState(imgFile,ANIMATION_DATA.at(imgFile));
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}
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:Effect::Effect(pos,lifetime,imgFile,upperLevel,0.f,fadeout,vf2d{size,size},spd,col,rotation,rotationSpd,additiveBlending){}
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Effect::Effect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,vf2d size,float fadeout,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
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:pos(pos),lifetime(lifetime),upperLevel(upperLevel),size(size),original_fadeInTime(fadein),fadeout(fadeout),original_fadeOutTime(fadeout),spd(spd),col(col),rotation(rotation),rotationSpd(rotationSpd),additiveBlending(additiveBlending){
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:pos(pos),lifetime(lifetime),upperLevel(upperLevel),size(size),fadeout(fadeout),original_fadeOutTime(fadeout),spd(spd),col(col),rotation(rotation),rotationSpd(rotationSpd),additiveBlending(additiveBlending){
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this->animation.AddState(imgFile,ANIMATION_DATA.at(imgFile));
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this->animation.ChangeState(internal_animState,imgFile);
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}
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Effect::Effect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,float fadein,float fadeout,vf2d size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
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:pos(pos),lifetime(lifetime),upperLevel(upperLevel),size(size),fadein(fadein),original_fadeInTime(fadein),fadeout(fadeout),original_fadeOutTime(fadeout),spd(spd),col(col),rotation(rotation),rotationSpd(rotationSpd),additiveBlending(additiveBlending){
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this->animation.AddState(imgFile,ANIMATION_DATA.at(imgFile));
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this->animation.ChangeState(internal_animState,imgFile);
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}
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bool Effect::Update(float fElapsedTime){
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@ -74,7 +74,7 @@ public:
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const EffectType GetType()const;
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protected:
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float original_fadeOutTime;
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float original_fadeInTime;
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float original_fadeInTime{};
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EffectType type{EffectType::NONE};
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private:
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Animate2D::Animation<std::string>animation;
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_PATCH 3
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#define VERSION_BUILD 10304
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#define VERSION_BUILD 10308
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -117,13 +117,11 @@ Trapper
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# Number of mark stacks to add to any targets caught by the explosion.
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Explosion Mark Stack Increase = 1
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Explosion Mark Stack Time = 7s
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Explosion Knockback Amount = 150
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Explosion Knockup Amount = 0.6s
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Trap Radius = 17px
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Explosion Knockup Amount = 20
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Explosion Knockback Amount = 250
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Explosion Knockup Amount = 0.6s
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#RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown.
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Cooldown Bar Color 1 = 64, 0, 0, 192
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