Files
Client/Engine/Zalla3D Scene Class/ParticleManager.h
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +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 <vector>
enum PartcleType
{
MAGICMISSLE_PARTICLE=0,
SMOKE_PARTICLE
};
class CParticleSequence
{
public:
CParticleSequence()
{
m_ParticleSeq=0;
};
void Render(LPDIRECT3DDEVICE8 pd3dDevice);
bool Update(float fUpdateTime);
std::vector<CParticle*> m_ParticleList;
long m_ParticleSeq;
};
class CParticleManager
{
//static List<CParticle*> m_ParticleList;
static std::vector<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_)