Updating energy on UI
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7063c6bc47
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@ -714,6 +714,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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{
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{
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// show my energy
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// show my energy
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float energy = decoded.energy;
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float energy = decoded.energy;
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((GamingUI*)this->gameUI)->SetEnergyText(std::to_wstring(energy));
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}
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}
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}
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}
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return GameClientState::event_processed;
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return GameClientState::event_processed;
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@ -102,6 +102,10 @@ void GamingUI::SetHPtext( std::wstring hp )
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{
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{
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this->hp->setText(hp);
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this->hp->setText(hp);
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}
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}
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void GamingUI::SetEnergyText( std::wstring energy )
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{
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this->energy->setText(energy);
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}
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void GamingUI::ReadKeyInput()
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void GamingUI::ReadKeyInput()
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{
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{
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if( this->key_forward ) this->sharedData->network->Send( Protocol_PlayerMovementForward() );
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if( this->key_forward ) this->sharedData->network->Send( Protocol_PlayerMovementForward() );
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@ -25,6 +25,7 @@ namespace DanBias { namespace Client
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void RenderText() const;
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void RenderText() const;
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bool Release();
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bool Release();
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void SetHPtext( std::wstring hp );
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void SetHPtext( std::wstring hp );
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void SetEnergyText( std::wstring energy );
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private: /* Overidden mouse methods */
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private: /* Overidden mouse methods */
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void OnMouse ( const Input::Struct::MouseEventData& eventData ) override { }
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void OnMouse ( const Input::Struct::MouseEventData& eventData ) override { }
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@ -144,10 +144,10 @@ void AttatchmentMassDriver::Update(float dt)
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if(currentEnergy > maxEnergy) currentEnergy = maxEnergy;
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if(currentEnergy > maxEnergy) currentEnergy = maxEnergy;
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if(energyChange > 10)
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if(energyChange > 5)
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{
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{
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((Game*)&Game::Instance())->onEnergyUpdateFnc( this->owner, currentEnergy);
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((Game*)&Game::Instance())->onEnergyUpdateFnc( this->owner, currentEnergy);
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energyChange = 0;
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energyChange -= 5;
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}
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}
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}
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}
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