📄 effect.h
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/**
* File : Effect.h
* Author : Kevin Lynx
* Date : 2007/8/2
*/
#ifndef _EFFECT_H_
#define _EFFECT_H_
#include <list>
#include "Singleton.h"
using std::list;
/**
* EffectManager
*
* manage all the effect in the game
*/
class EffectManager : public Singleton<EffectManager>
{
public:
struct ST_ExpNode
{
ST_ExpNode( ISceneNode *node = 0, int type = 0 )
{
mNode = node;
mType = type;
}
ISceneNode *mNode;
int mType;//explode type
};
typedef list<ST_ExpNode> tFXNodes;
public:
/**
* Constructor
*
*/
EffectManager( IrrlichtDevice *device );
/**
* Destructor
*
*/
~EffectManager();
/**
* init
*
* it will delete all the fx if there exists
*/
bool init();
/**
* reset
*
* it will delete all the fx too
*/
void reset();
/**
* release
*
*/
void release();
/**
* update
*
*/
void update();
/**
* createExp
*
* create a exploding effect
* @param type exploding type , see Resource::EXP_.
* @param pos the position in world coordinate
*/
void createExp( int type, const vector3df &pos );
private:
IrrlichtDevice *mDevice;
tFXNodes mExpNodes;
};
#endif //end _EFFECT_H_
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