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ExplosionManager.cpp
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#include "ExplosionManager.h"
template<> ExplosionManager *Singleton<ExplosionManager>::ms_Singleton=0;
ExplosionManager::ExplosionManager()
{
}
ExplosionManager::~ExplosionManager()
{
}
void ExplosionManager::init()
{
lua_State* lua = global::getSingleton().getLuaState();
lua_register(lua, "explosion",explosion);
lua_register(lua, "explosion2",explosion2);
}
void ExplosionManager::spawnExplosion(Vector3 pos,Vector3 scale)
{
ExplosionEmitter* emit = new ExplosionEmitter();
emit->init();
emit->emitExplosion(pos,scale);
explosions.push_back(emit);
}
void ExplosionManager::spawnExplosionEx(Vector3 pos,Vector3 scale,String a,String b)
{
ExplosionEmitter* emit = new ExplosionEmitter();
emit->init(b);
emit->emitExplosion(pos,scale,a);
explosions.push_back(emit);
}
void ExplosionManager::spawnExplosionNosound(Vector3 pos,Vector3 scale)
{
ExplosionEmitter* emit = new ExplosionEmitter();
emit->init();
emit->emitExplosion(pos,scale,"");
explosions.push_back(emit);
}
void ExplosionManager::upd(const FrameEvent& evt)
{
vector<ExplosionEmitter*>::iterator i;
for (i=explosions.begin();i!=explosions.end();i++)
{
ExplosionEmitter* emit = *i;
emit->upd(evt);
}
for (i=explosions.begin();i!=explosions.end();i++)
{
ExplosionEmitter* emit = *i;
if (emit->isDispose())
{
explosions.erase(i);
delete emit;
}
}
}
void ExplosionManager::cleanup()
{
}