/// <summary> /// Adds new layers to the overlay of the passed EffectFrame. /// </summary> public virtual void UpdateOverlayLights(EffectFrame frame) { var overlayLayers = new Queue <EffectLayer>(Application.Profile.OverlayLayers.Where(l => l.Enabled).Reverse().Select(l => l.Render(_game_state))); Application.UpdateEffectScripts(overlayLayers); frame.AddOverlayLayers(overlayLayers.ToArray()); }
/// <summary> /// Adds new layers to the overlay of the passed EffectFrame. /// </summary> public virtual void UpdateOverlayLights(EffectFrame frame) { try { var overlayLayers = new Queue <EffectLayer>(Application.Profile.OverlayLayers.Where(l => l.Enabled).Reverse().Select(l => l.Render(_game_state))); Application.UpdateEffectScripts(overlayLayers); frame.AddOverlayLayers(overlayLayers.ToArray()); } catch (Exception e) { Global.logger.Error("Error updating overlay layers: " + e); } }