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lua_EntityManager.h

Go to the documentation of this file.
00001 #pragma once
00002 
00003 // This class detects when an entity is spawned and adds it to
00004 // a list of entities. The list of entities is processed each 
00005 // frame and each entity is updated and rendered.
00006 // Entities get added into the manager upon creation, so you 
00007 // don't need to manually do this.
00008 
00009 #include "lua_Singleton.h"
00010 
00011 class gv_OBJECT_RECT_Entity;
00012 class gv_OBJECT_RECT;
00013 
00015 class EntityManager : public Singleton<EntityManager>
00016 {
00017 private:
00018         
00019 public: // º¯°æ.
00020         gvList<gv_OBJECT_RECT_Entity*> m_Entities;
00021 
00022         //IDirect3DDevice9* m_pDevice;
00023 
00024 public:
00025         EntityManager();
00026         ~EntityManager();
00027 
00028         void AddEntity(gv_OBJECT_RECT_Entity* pEntity);
00029         void RemoveEntity(gv_OBJECT_RECT_Entity* pRemoveEntity);
00030         void SwapEntity(gv_OBJECT_RECT_Entity* pA, gv_OBJECT_RECT_Entity* pB);
00031         void UpdateAll(void);
00032         void RenderAll(void);
00033 };
00034 
00035 extern EntityManager* gEntityMngr;
00036 extern EntityManager& GetEntityManager();
00037 extern void ReleaseEntityManager();
00038 extern gv_OBJECT_RECT* GetEntityFromLUA(const char* szName);
00039 
00040 

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