正确命名和处理lastTimeRenderWeaponIndex
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parent
45570b7aa3
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e58c8292df
1 changed files with 6 additions and 5 deletions
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@ -69,7 +69,7 @@ public class VehicleHudOverlay {
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private static final long[] weaponSlotUpdateTime = new long[9];
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private static final long[] weaponSlotUpdateTime = new long[9];
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private static boolean lastTimeRenderingWeapons = false;
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private static boolean lastTimeRenderingWeapons = false;
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private static int lastTimeWeaponIndex = -1;
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private static int lastTimeWeaponIndex = -1;
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private static int renderLastTimeWeaponIndex = -1;
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private static int lastTimeRenderWeaponIndex = -1;
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private static long weaponIndexUpdateTime = 0;
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private static long weaponIndexUpdateTime = 0;
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public static final int ANIMATION_TIME = 300;
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public static final int ANIMATION_TIME = 300;
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@ -472,6 +472,7 @@ public class VehicleHudOverlay {
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// 若上一帧未在渲染武器信息,则初始化动画相关变量
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// 若上一帧未在渲染武器信息,则初始化动画相关变量
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if (!lastTimeRenderingWeapons) {
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if (!lastTimeRenderingWeapons) {
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lastTimeWeaponIndex = weaponIndex;
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lastTimeWeaponIndex = weaponIndex;
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lastTimeRenderWeaponIndex = weaponIndex;
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weaponSlotUpdateTime[weaponIndex] = currentTime;
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weaponSlotUpdateTime[weaponIndex] = currentTime;
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weaponIndexUpdateTime = currentTime;
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weaponIndexUpdateTime = currentTime;
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@ -482,7 +483,7 @@ public class VehicleHudOverlay {
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weaponSlotUpdateTime[weaponIndex] = currentTime;
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weaponSlotUpdateTime[weaponIndex] = currentTime;
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weaponSlotUpdateTime[lastTimeWeaponIndex] = currentTime;
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weaponSlotUpdateTime[lastTimeWeaponIndex] = currentTime;
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renderLastTimeWeaponIndex = lastTimeWeaponIndex;
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lastTimeRenderWeaponIndex = lastTimeWeaponIndex;
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lastTimeWeaponIndex = weaponIndex;
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lastTimeWeaponIndex = weaponIndex;
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weaponIndexUpdateTime = currentTime;
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weaponIndexUpdateTime = currentTime;
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}
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}
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@ -526,7 +527,7 @@ public class VehicleHudOverlay {
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startXDiff = Mth.lerp(progress, xDiff, 0);
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startXDiff = Mth.lerp(progress, xDiff, 0);
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var startY = Mth.lerp(progress,
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var startY = Mth.lerp(progress,
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h - (weapons.size() - 1 - renderLastTimeWeaponIndex) * 18 - 16,
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h - (weapons.size() - 1 - lastTimeRenderWeaponIndex) * 18 - 16,
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h - (weapons.size() - 1 - weaponIndex) * 18 - 16
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h - (weapons.size() - 1 - weaponIndex) * 18 - 16
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);
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);
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@ -551,8 +552,8 @@ public class VehicleHudOverlay {
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pose.popPose();
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pose.popPose();
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// 切换武器光标动画播放结束后,更新上次选择槽位
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// 切换武器光标动画播放结束后,更新上次选择槽位
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if (lastTimeWeaponIndex != renderLastTimeWeaponIndex && currentTime - weaponIndexUpdateTime > ANIMATION_TIME) {
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if (lastTimeWeaponIndex != lastTimeRenderWeaponIndex && currentTime - weaponIndexUpdateTime > ANIMATION_TIME) {
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renderLastTimeWeaponIndex = lastTimeWeaponIndex;
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lastTimeRenderWeaponIndex = lastTimeWeaponIndex;
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}
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}
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lastTimeRenderingWeapons = true;
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lastTimeRenderingWeapons = true;
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}
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}
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