Files
Client/GameTools/Zallad3D SceneClass/ParticleManager.h
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

49 lines
1.2 KiB
C++

// ParticleManager.h: interface for the CParticleManager class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_PARTICLEMANAGER_H__27AE095D_D9AF_4EE3_8304_21789A261BDB__INCLUDED_)
#define AFX_PARTICLEMANAGER_H__27AE095D_D9AF_4EE3_8304_21789A261BDB__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "Particle.h"
#include "ScatterParticle.h"
#include "CircleParticle.h"
#include "SmokeParticle.h"
#include "List.h"
enum PartcleType
{
MAGICMISSLE_PARTICLE=0,
SMOKE_PARTICLE
};
class CParticleSequence
{
public:
CParticleSequence()
{
m_ParticleSeq=0;
};
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
bool Update(float fUpdateTime);
List<CParticle*> m_ParticleList;
long m_ParticleSeq;
};
class CParticleManager
{
//static List<CParticle*> m_ParticleList;
static List<CParticleSequence*> m_ParticleList;
public:
void Update(float fUpdateTime);
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
static CParticleSequence* AddParticle(PartcleType Type,vector3 vecPos,vector3 vecTarget);
CParticleManager();
virtual ~CParticleManager();
};
#endif // !defined(AFX_PARTICLEMANAGER_H__27AE095D_D9AF_4EE3_8304_21789A261BDB__INCLUDED_)