📄 game_app.h
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#pragma once
#include "stdafx.h"
#include "Game_Camera.h"
#include "Game_Actor.h"
#include "Game_DisplayObject.h"
#include "Game_QuietMesh.h"
#include "Game_UIManage.h"
#include "Game_UIBar.h"
#include "Game_EnemyNpc.h"
class Game_App{
protected:
//管理链表(渲染)
vector<Game_DisplayObject*> m_Game_DisplayObject;
vector<Game_Actor*> m_Game_Actor;
vector<Game_UIManage*> m_Game_UIManage;
public:
//操作链表(互动)
vector<Game_QuietMesh*> m_Game_QuietMesh;
vector<Game_UIBar*> m_Game_UIBar;
vector<Game_EnemyNpc*> m_Game_EnemyNpc;
~Game_App();
void PushGame_Actor(Game_Actor * actor);//加入演员项表(渲染)
void RemoveGame_Actor(Game_Actor * actor);//移出演员项表
void PushGame_DisplayObject(Game_DisplayObject * DisplayObject);//加入地形杂项表(渲染)
void RemoveGame_DisplayObject(Game_DisplayObject * DisplayObject);//移出地形杂项表
void PushGame_QuietMesh(Game_QuietMesh * QuietMesh);//加入静态模型表(操作)
void RemoveGame_QuietMesh(Game_QuietMesh * QuietMesh);//移出静态模型表
void PushGame_UIManage(Game_UIBar * UIBar);//加入UI管理表(渲染,操作)
void RemoveGame_UIManage(Game_UIBar * UIBar);//移出UI管理表
void PushGame_EnemyNpc(Game_EnemyNpc * EnemyNpc);//加入敌人NPC表(操作)
void RemoveGame_EnemyNpc(Game_EnemyNpc * EnemyNpc);//移出敌人NPC表
void Render2D(FLOAT timeDelta);
void Render3D(FLOAT timeDelta);
Game_Camera * m_pGame_Camera;//摄像机对象指针
Game_Hero * m_pGame_Hero;
Game_Font * m_pGame_Font;
private:
BOOL isPick;
D3DXVECTOR3 m_mouseCross;
};
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