59 lines
1.1 KiB
C++
59 lines
1.1 KiB
C++
#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;
|
|
}
|
|
|
|
|
|
|
|
|