timed particles are meant to be bound to the animation progress
timed particles are meant to be bound to the animation progress and not to the skill progress like it was before.
This commit is contained in:
parent
33dd93fc8b
commit
2263e89da7
|
@ -2644,8 +2644,8 @@ bool Unit::update() {
|
|||
this->lastAnimProgress= this->animProgress;
|
||||
const Game *game = Renderer::getInstance().getGame();
|
||||
|
||||
if(progress==0){
|
||||
skillCycleStarts();
|
||||
if(animProgress==0){
|
||||
AnimCycleStarts();
|
||||
}
|
||||
progress = getUpdatedProgress(progress,
|
||||
GameConstants::updateFps,
|
||||
|
@ -3731,7 +3731,7 @@ float Unit::computeHeight(const Vec2i &pos) const {
|
|||
return height;
|
||||
}
|
||||
|
||||
void Unit::skillCycleStarts(){
|
||||
void Unit::AnimCycleStarts(){
|
||||
// we need to queue timed particles if progress starts
|
||||
queueTimedParticles(currSkill->unitParticleSystemTypes);
|
||||
}
|
||||
|
|
|
@ -817,7 +817,7 @@ private:
|
|||
|
||||
float computeHeight(const Vec2i &pos) const;
|
||||
void calculateXZRotation();
|
||||
void skillCycleStarts();
|
||||
void AnimCycleStarts();
|
||||
void updateTarget();
|
||||
void clearCommands();
|
||||
void deleteQueuedCommand(Command *command);
|
||||
|
|
Loading…
Reference in New Issue