1#ifndef RECEPTOR_ARROW_ROW_H
2#define RECEPTOR_ARROW_ROW_H
4#include "Etterna/Actor/Base/ActorFrame.h"
5#include "Etterna/Models/Misc/GameConstantsAndTypes.h"
6#include "NoteDisplay.h"
7#include "ReceptorArrow.h"
16 void Update(
float fDeltaTime)
override;
20 void Load(
const PlayerState* pPlayerState,
float fYReverseOffset);
21 void SetColumnRenderers(std::vector<NoteColumnRenderer>& renderers);
22 [[nodiscard]]
int GetRendererCount()
const
24 if (m_renderers !=
nullptr)
25 return m_renderers->size();
29 [[nodiscard]]
int GetReceptorCount()
const
31 return m_ReceptorArrow.size();
35 [[nodiscard]]
bool isInitialized()
const {
return GetReceptorCount() > 0; }
36 [[nodiscard]]
bool isLoaded()
const {
return GetRendererCount() > 0; }
38 void Step(
int iCol, TapNoteScore score);
39 void SetPressed(
int iCol);
41 void SetFadeToFailPercent(
float fFadeToFailPercent)
43 m_fFadeToFailPercent = fFadeToFailPercent;
45 float m_fYReverseOffsetPixels;
49 float m_fFadeToFailPercent;
51 std::vector<NoteColumnRenderer>
const* m_renderers;
52 std::vector<ReceptorArrow*> m_ReceptorArrow;
53 std::vector<ReceptorArrow*> m_OverlayReceptorArrow;
A container for other Actors.
Definition ActorFrame.h:8
The player's indivdual state.
Definition PlayerState.h:30
A row of ReceptorArrow objects.
Definition ReceptorArrowRow.h:12
void DrawPrimitives() override
Draw the primitives of the Actor.
Definition ReceptorArrowRow.cpp:101