#include "RespawnUI.h" using namespace ::DanBias::Client; using namespace ::Oyster::Network; using namespace ::Utility::Value; RespawnUI::RespawnUI() : GameStateUI() { /* Should never be called! */ this->netClient = nullptr; this->countDown = 0.0f; } RespawnUI::RespawnUI( NetworkClient *connection, float delay ) : GameStateUI() { this->netClient = connection; this->countDown = delay; } RespawnUI::~RespawnUI() { /* Do nothing */ } GameStateUI::UIState RespawnUI::Update( float deltaTime ) { this->countDown = Max( this->countDown - deltaTime, 0.0f ); return this->nextState; } bool RespawnUI::HaveGUIRender() const { return false; // TODO: change to true when we want UI elements like a crosshair } bool RespawnUI::HaveTextRender() const { return false; // TODO: change to true when we want UI elements like a chat window } void RespawnUI::RenderGUI() const { // TODO: We need? } void RespawnUI::RenderText() const { // TODO: Text countdown somewhere on screen would be nice } bool RespawnUI::Release() { // TODO: Release UI components here. return true; }